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Showing 1 to 15 of 28 results Save | Export
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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
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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
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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
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Scholes, Laura; Mills, Kathy A.; Wallace, Elizabeth – Learning, Media and Technology, 2022
This article addresses a gap in research about primary school boys' identification as 'gamers.' Drawing on a survey of 318 Year 3 (7-8 years old) students, the research identified boys' self-reported enjoyment for gaming, their frequency using digital devices, and their self-rated digital skills. Interviews with four boys from the survey also…
Descriptors: Elementary School Students, Grade 3, Males, Identification (Psychology)
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Stirling, Eve – Learning, Media and Technology, 2016
Within the range of websites and apps that are part of first-year undergraduates' digital environments, the social network site "Facebook" is perhaps the most popular and prominent. As such, the ubiquitous nature of "Facebook" in the higher education landscape has drawn much attention from scholars. Drawing on data from a…
Descriptors: Social Media, Technology Uses in Education, Educational Technology, Longitudinal Studies
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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
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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
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Magerko, Brian – Learning, Media and Technology, 2010
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
Descriptors: Field Trips, Cooperation, Computer Simulation, Science Instruction
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Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
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Thomas, David; Hollander, Justin B. – Learning, Media and Technology, 2010
This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using "Second Life," the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds…
Descriptors: Urban Planning, Play, Computer Simulation, Computer Uses in Education
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Trew, Jennifer L.; Nelsen, Jacqueline L. – Learning, Media and Technology, 2012
Audience response systems (ARS) are effective tools for improving learning outcomes and student engagement in large undergraduate classes. However, if students do not accept ARS and do not find them to be useful, ARS may be less effective. Predicting and improving student perceptions of ARS may help to ensure positive outcomes. The present study…
Descriptors: Foreign Countries, Learner Engagement, Student Attitudes, Prediction
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Waldeck, Jennifer H.; Dougherty, Kathleen – Learning, Media and Technology, 2012
Web-based communication technologies that enable collaboration and sharing of information among users - such as podcasts, wikis, blogs, message boards, and others--are used commonly in contemporary organizations to increase and manage employee learning. In this investigation, we identify which of these collaborative communication technologies are…
Descriptors: Student Attitudes, College Students, College Instruction, Outcomes of Education
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Hoekstra, Angel; Mollborn, Stefanie – Learning, Media and Technology, 2012
This article identifies how clicker use can support or augment existing principles of good teaching across different disciplines in higher education. While many of these principles will be familiar to instructors, the link between student response system (SRS) use and existing pedagogical methods is still often unclear, even for scholars who are…
Descriptors: Higher Education, Active Learning, Teaching Methods, Intellectual Disciplines
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Wood, Lawrence; Howley, Aimee – Learning, Media and Technology, 2012
Computers are now a ubiquitous part of US elementary school education. With policy reports suggesting that inequities in information and communication technology (ICT) access across US schools are a thing of the past, investigating how such resources and their use may nonetheless continue to vary becomes all that much more important. Through a…
Descriptors: Urban Schools, Suburban Schools, Grade 3, Disadvantaged
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Savin-Baden, Maggi – Learning, Media and Technology, 2010
Whilst there is considerable literature on feedback for students and on the use of audio feedback, literature in the area of podcasting assignment feedback (PAF) remains sparse. Partly, this may be due to a lack of clarity about what counts as feedback, the way in which feedback is located pedagogically and the relationship between feedback…
Descriptors: Feedback (Response), Assignments, Educational Practices, Learning Processes
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