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Power, Kerry – E-Learning and Digital Media, 2019
When conceptualising knowledge gained from tapping into an internet data pool, one may question many things which can include the role of the researcher and the researched, privacy and ethics, intention, authenticity and the vastness of scope. The researcher, regardless of research intention including moral or ethical positions, must acknowledge…
Descriptors: Ethics, Research Problems, Social Media, Researchers
Prinsloo, Paul – E-Learning and Digital Media, 2017
In the socio-technical imaginary of higher education, algorithmic decision-making offers huge potential, but we also cannot deny the risks and ethical concerns. In fleeing from Frankenstein's monster, there is a real possibility that we will meet Kafka on our path, and not find our way out of the maze of ethical considerations in the nexus between…
Descriptors: Mathematics, Decision Making, Higher Education, Data Collection
Williamson, Ben – E-Learning and Digital Media, 2017
"Education data science" is an emerging methodological field which possesses the algorithm-driven technologies required to generate insights and knowledge from educational big data. This article consists of an analysis of the Lytics Lab, Stanford University's laboratory for research and development in learning analytics, and the Center…
Descriptors: Educational Theories, Educational Research, Data Collection, Data Analysis
O'Keeffe, Cormac – E-Learning and Digital Media, 2017
International Large Scale Assessments have been producing data about educational attainment for over 60 years. More recently however, these assessments as tests have become digitally and computationally complex and increasingly rely on the calculative work performed by algorithms. In this article I first consider the coordination of relations…
Descriptors: Achievement Tests, Foreign Countries, Secondary School Students, International Assessment
Manchester, Helen; Facer, Keri – E-Learning and Digital Media, 2015
The world population is ageing. In the UK alone, it is projected that by 2035 those aged 65 and over will account for 23 per cent of the total population whilst the number of people aged 85 and over will account for 5 per cent of the total population. At the same time, the digital transformations of the last few decades are leaving behind many…
Descriptors: Foreign Countries, Aging (Individuals), Older Adults, Autobiographies
Tran, Kelly M. – E-Learning and Digital Media, 2016
In this study, I discuss the need to increase girls' involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use platform for creating text-based games. I provide an overview of the tool and its potential benefits for…
Descriptors: Elementary School Students, Middle School Students, Preadolescents, Early Adolescents
Terras, M. M.; Ramsay, J.; Boyle, E. A. – E-Learning and Digital Media, 2015
The unprecedented opportunities for production and collaborative working supported by Web 2.0 technology offer immense potential for active knowledge creation. Research to date has mostly explored the demographic factors that influence production but we argue here that a more detailed understanding of the psychological determinants of online…
Descriptors: Web 2.0 Technologies, Psychology, Influence of Technology, Interaction
Barden, Owen – E-Learning and Digital Media, 2014
This article discusses the combination of methods used in a study of the use of Facebook as an educational resource by a class of five students at a sixth-form college in north-west England. Through a project in which teacher-researcher and student-participants co-constructed a Facebook group page about the students' scaffolded research into…
Descriptors: Educational Technology, Technology Uses in Education, Social Networks, Foreign Countries
DeVane, Ben; Durga, Shree; Squire, Kurt – E-Learning and Digital Media, 2010
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Descriptors: Demand Occupations, Labor Needs, Leadership, Thinking Skills