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Patricia Ferrante; Federico Williams; Felix Büchner; Svea Kiesewetter; Godfrey Chitsauko Muyambi; Chinaza Uleanya; Marie Utterberg Modén – Learning, Media and Technology, 2024
The interplay of digital technologies and inequalities are increasingly discussed in contemporary research, mostly focusing on different forms of digital divides and often addressed as a "problem" that societies should face. Hence, digital education and its governance becomes a major arena for addressing inequalities. In this paper, we…
Descriptors: Foreign Countries, Educational Policy, Equal Education, Electronic Learning
Francesca Peruzzo; Julie Allan – Learning, Media and Technology, 2024
The COVID-19 pandemic and the move to remote education exposed old and new inequities, yet it also represented an opportunity to rethink inclusive education. This paper presents findings from a one-year project "DIGITAL in a time of Coronavirus" and draws upon policy analysis and interviews with teachers, principals, and community…
Descriptors: Inclusion, COVID-19, Pandemics, Policy Analysis
Eynon, Rebecca – Learning, Media and Technology, 2009
The internet presents many potential opportunities for people to learn for both formal and informal purposes. However, not everyone is able to make the most of the internet for learning. This paper utilises quantitative nationally representative survey data of internet use in Britain in order to explore the digital divide in relation to learning…
Descriptors: Informal Education, Barriers, Disadvantaged, National Surveys
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