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Rivers, Damian J.; Vallance, Michael; Nakamura, Michiko – Journal of Educational Technology Systems, 2021
With online learning solutions responding to the novel coronavirus pandemic, it is important for educational technologists and other practitioners to understand how learners are experiencing the demands of socially distanced online learning and how they conceive of themselves within distant spaces and digital communities. Research into the…
Descriptors: Metacognition, Self Concept, Academic Ability, Transformative Learning
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Ellington, Roni; Daniels, Beth; Orozco, Felicia; Santiago, Alicia; Arnold, Asia-Lige – Journal of Educational Multimedia and Hypermedia, 2021
The Twin Cities PBS "Ready to Learn" project focuses on the building of science and literacy skills of diverse students ages 5 to 8. It also promotes equity for historically underrepresented children in science (race-ethnic minorities, low-income children with disabilities, English Language Learners). The Transformative Transmedia…
Descriptors: STEM Education, Program Descriptions, Science Instruction, Literacy
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Pillay, Soma; James, Reynold – Education & Training, 2013
Purpose: Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance students' learning experience with innovative, real world and engaging resources. The authors predict that transformations in the learning systems will increase as…
Descriptors: Cultural Pluralism, Teaching Methods, Feedback (Response), Learning Experience
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Bricker, Leah A.; Bell, Philip – Cultural Studies of Science Education, 2012
In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop…
Descriptors: Ethnography, Expertise, Video Games, Self Concept