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Hidayat, Z.; Hidayat, Debra – Journal of Educational Media, Memory and Society, 2020
This article addresses ways in which members of Generation Z construct identity as techno-entrepreneurs by using livestreaming applications. Drawing on quantitative and qualitative assessments of surveys, interviews, documents, and observations, the authors show how visual and verbal conduct based on expressions, interaction, communication, and…
Descriptors: Self Concept, Age Groups, Entrepreneurship, Computer Software
Tokat, Feyza – International Journal of Education and Literacy Studies, 2022
Wattpad platform has reached a significant number of users in Turkey as well as in the world. Therefore, books written in Turkish on Wattpad are essential reference sources for researchers to determine the transformation and development of Turkish and popular literature in the digital environment. The tags are keywords assigned by the author and…
Descriptors: Turkish, Literature, Profiles, Computer Software
Nichols, Sue; Loh, Chin Ee – Changing English: Studies in Culture and Education, 2019
Popular culture images of reading tend to portray readers as solitary individuals deeply immersed in reading a single text in a quiet, undisturbed spot. Yet, in our documentation of adolescent students reading in Singapore secondary schools, we find that there are many ways and modes of reading, much of which is social in nature. Through the use…
Descriptors: Popular Culture, Foreign Countries, Secondary School Students, Reading Habits
Lee, Amy Wai Sum – Journal on Excellence in College Teaching, 2018
Academic integrity is a quality that all university students must understand and practice. Despite it being a compulsory part of the curriculum in any discipline, cases of violation still arise, suggesting an ineffective learning experience. The author addresses two issues in the teaching of academic integrity--content materials and modes of…
Descriptors: Humanities, Integrity, Learning Experience, Teaching Methods
Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
Partington, Anthony – English Teaching: Practice and Critique, 2010
This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…
Descriptors: Media Literacy, Popular Culture, Critical Thinking, Cultural Capital
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
Braley, Susan – E-Learning, 2005
The study "New Media in the Humanities: from metaphors of inevitability to metaphors of possibility," argues that using digital technologies in humanities classrooms (at the post-secondary level) is transformative for both students and professors. It begins by identifying and then allaying the fears that scholars in the humanities…
Descriptors: Internet, Humanities, Educational Technology, Figurative Language
Atkinson, Stephen; Nixon, Helen – Discourse: Studies in the Cultural Politics of Education, 2005
In this paper we examine how the figure of the teenager is positioned within the discourses and practices of commercial online media. In particular, we explore how the popular, Australia-based web portal "ninemsn" works discursively to shape the identities of young people. Ninemsn not only constructs and circulates selected…
Descriptors: Foreign Countries, Internet, Adolescents, Computer Mediated Communication
Chronicle of Higher Education, 2004
"Chronicle of Higher Education" presents an abundant source of news and information for college and university faculty members and administrators. This March 12, 2004 issue of "Chronicle of Higher Education" includes the following articles: (1) "Fewer Stem Cells Available, NIH Says" (Brainard, Jeffrey); (2)…
Descriptors: Current Events, World Affairs, Higher Education, Scientific Research