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George Veletsianos; Shandell Houlden – Learning, Media and Technology, 2024
The educational technology industry includes numerous learning providers and platforms offering cohort-based courses. In this paper, we examine, analyze, and critique one such platform called Maven. We focus our analysis on Maven because this specific platform describes itself as building 'the university of the future' and has recently received…
Descriptors: Educational Technology, Learning Management Systems, Role Theory, Risk
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Decuypere, Mathias – Learning, Media and Technology, 2019
Apps are becoming increasingly important in education. However, critical educational research has hardly ever undertaken up-close analyses of educational apps. This article provides an extensive analysis of one 'learning to code' app called Grasshopper. Drawing from the field of Science and Technology Studies, the article adopts a theoretical…
Descriptors: Computer Software, Educational Technology, Coding, Web Sites
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DiCerbo, Kristen – Learning, Media and Technology, 2016
The volume of data that can be captured and stored from students' everyday interactions with digital environments allows for the creation of models of student knowledge, skills, and attributes unobtrusively. However, models and techniques for transforming these data into information that is useful for educators have not been established. This…
Descriptors: Bayesian Statistics, Educational Technology, Electronic Learning, Learning Processes
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Toh, Yancy; So, Hyo-Jeong; Seow, Peter; Chen, Wenli; Looi, Chee-Kit – Learning, Media and Technology, 2013
This paper shares the theoretical and methodological frameworks that are deployed in a 3-year study to examine how Singapore primary school students leverage on mobile technology for seamless learning. This notion of seamless learning refers to the integrated and synergistic effects of learning in both formal and informal settings, which is…
Descriptors: Foreign Countries, Electronic Learning, Inquiry, Cooperation
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Ludvigsen, Sten R. – Learning, Media and Technology, 2012
In this article, I develop a perspective on learning as multilayered phenomena. I take a socio-genetic approach in order to understand human activity and to show how categories are a fundamental part of learning in a specific type of institutional practice. In the empirical section, student dialogue is analysed in relation to a set of categories…
Descriptors: Foreign Countries, Secondary School Students, Science Education, Inquiry
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Parson, Vanessa; Reddy, Peter; Wood, Jon; Senior, Carl – Learning, Media and Technology, 2009
There is an increasing pressure on university staff to provide ever more information and resources to students. This study investigated student opinions on (audio) podcasts and (video) vodcasts and how well they met requirements and aided learning processes. Two experiments within the Aston University looked at student opinion on, and usage of,…
Descriptors: Foreign Countries, Higher Education, Electronic Learning, Online Courses
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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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Jin, Li; Wen, Zhigang; Gough, Norman – Learning, Media and Technology, 2010
Virtual worlds have been linked with e-learning applications to create virtual learning environments (VLEs) for the past decade. However, while they can support many educational activities that extend both traditional on-campus teaching and distance learning, they are used primarily for learning content generated and managed by instructors. With…
Descriptors: Informal Education, Active Learning, Interpersonal Relationship, Interaction
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills