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Farrow, Robert – Learning, Media and Technology, 2023
Explicable AI in education (XAIED) has been proposed as a way to improve trust and ethical practice in algorithmic education. Based on a critical review of the literature, this paper argues that XAI should be understood as part of a wider socio-technical turn in AI. The socio-technical perspective indicates that explicability is a relative term.…
Descriptors: Artificial Intelligence, Algorithms, Computer Uses in Education, Language Usage
Lucas Cone; Signe Sophus Lai – Learning, Media and Technology, 2025
In January 2024, the Danish Data Protection Agency issued a landmark ruling, challenging the integration of Chromebook laptops in Danish public schools under the EU's General Data Protection Regulation (GDPR). This article presents a study of the Chromebook case to explore the entanglement of commercial tech infrastructures and welfare state…
Descriptors: Laptop Computers, Computer Uses in Education, Foreign Countries, Public Schools
Jo B. Helgetun; Mathias Decuypere – Learning, Media and Technology, 2024
This article analyses the smartphone application TeacherTapp that is used to collect and disseminate information on teachers' views on education and their classroom practices. The research takes as its object of analysis the use of TeacherTapp in England and Flanders. We analyze what TeacherTapp is, how it relates to a given localized community in…
Descriptors: Computer Uses in Education, Computer Oriented Programs, Educational Technology, Handheld Devices
Richterich, Annika – Learning, Media and Technology, 2022
Hackerspaces are physical community spaces where technology enthusiasts meet. Despite the term 'hacking' being widely associated with cybercrime, hackerspaces are not only perfectly legal but resourceful, skilled communities: members cultivate digital expertise and technological craftsmanship in experiential learning practices. While the…
Descriptors: Communities of Practice, Computer Uses in Education, Experiential Learning, Social Discrimination
Hawley, Sara – Learning, Media and Technology, 2022
In recent sociomaterialist, materialist and post-human theorizing which foregrounds the importance of objects and bodies, ideas of consciousness and intentionality are seen as potentially tainted either with Cartesian mind-body splits or with subjectivities that are too discursively constructed. At the same time, new theories of affect as…
Descriptors: Digital Literacy, Foreign Countries, Writing (Composition), Postmodernism
Hillman, Thomas; Rensfeldt, Annika Bergviken; Ivarsson, Jonas – Learning, Media and Technology, 2020
Sweden has one of the most marketised and decentralised school systems in the world while also ranking amongst countries with the highest levels of access to technology in classrooms. Considering the increasingly central role that digital platforms play in the practices of schooling, this article speculates on what might happen during the 2020s in…
Descriptors: Administrative Organization, Access to Computers, Foreign Countries, Commercialization
Mary Rice; Joaquín T. Argüello de Jesús – Learning, Media and Technology, 2024
The purpose of this essay is to conceptualize accessibility in digital education for school children through a minimal computing perspective. This perspective prioritizes the contextual, social, and relational as part of the ethic of minimal computing mantra to consider "What." "We." "Need." To achieve our goals, we…
Descriptors: Rural Schools, Accessibility (for Disabled), Access to Computers, Decolonization
Burnett, Cathy – Learning, Media and Technology, 2016
This article contributes to thinking about collaboration in classroom/virtual environments by considering how children (aged 10-11) engage in the process of "being together" at the interface of the physical and virtual. It argues that, if educators are to develop effective pedagogies that capitalise on opportunities for collaborative and…
Descriptors: Educational Technology, Simulated Environment, Cooperative Learning, Interpersonal Relationship
Eynon, Rebecca; Geniets, Anne – Learning, Media and Technology, 2016
Digital skills are an important aspect of ensuring that all young people are digitally included. Yet, there tends to be an assumption in popular discourse that young people can simply learn these skills by themselves. While experience of technologies forms an important part of the learning process, other resources (i.e., access to technology and…
Descriptors: Skill Development, Information Literacy, Internet, Influence of Technology
Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Woods, Will – Learning, Media and Technology, 2012
In the last few years, digital games have become increasingly popular with both "hardcore" and "casual" audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but…
Descriptors: Foreign Countries, Computer Games, Questionnaires, Informal Education
O'Neill, D. Kevin – Learning, Media and Technology, 2011
This article synthesizes research on social capital, school outcomes, internet use, and volunteering to argue that e-mentoring--which is commonly practiced over long distances--could become a powerful way to build greater cohesiveness in local communities. Realizing this potential will require a larger-scale and more coordinated approach to…
Descriptors: Foreign Countries, Program Design, Mentors, School Effectiveness
Tan, Elaine – Learning, Media and Technology, 2013
The focus of this paper is a project conducted in 2011, exploring the use of "YouTube" in the classroom. The project conducted a number of focus groups for which highlighted a number of issues surrounding independent informal learning environments. The questions posed by this research are concerned with what constitutes learning in these…
Descriptors: Informal Education, Electronic Learning, Video Technology, Social Networks
Underwood, Charles; Parker, Leann; Stone, Lynda – Learning, Media and Technology, 2013
Digital literacies have fast become indispensable for productive engagement, competency, and citizenship in a rapidly changing world. After-school programs represent an important venue where many young people can develop a mastery of digital literacies, encompassing both the creative and responsible use of a broad range of new media. This paper…
Descriptors: After School Programs, Computer Literacy, Informal Education, School Community Programs
Moore, Kristen; Pflugfelder, Ehren Helmut – Learning, Media and Technology, 2010
Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…
Descriptors: Graduate Students, Virtual Classrooms, Computer Uses in Education, Student Attitudes
Voulgari, Iro; Komis, Vassilis – Learning, Media and Technology, 2010
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Descriptors: Problem Solving, Social Networks, Computers, Games