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Sarah C. B. Norsworthy – ProQuest LLC, 2024
Picture books are often underused tools in schools and communities. The purpose of this research was to investigate the affordances and constraints of using picture books as tools to deepen senses of identity and belonging. Two cycles of participatory action research were conducted: the first with educators and the second with adults who…
Descriptors: Picture Books, Adult Education, Group Discussion, Computer Mediated Communication
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Bilal Saad Mayer – Discover Education, 2025
The transformative potential of Digital Informal Learning (DIL) is evident in fostering cross-cultural understanding, with a special focus on Arabic cultural education in this case. Drawing from the case of Learn Cultural Identity (LearnCuID) groups, which are informal online learning communities, the discussion highlights how digital platforms,…
Descriptors: Arabs, Information Technology, Transformative Learning, Self Concept
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Schroeder, Stephanie; Currin, Elizabeth; Washington, Elizabeth; Curcio, Rachelle; Lundgren, Lisa – Adult Education Quarterly: A Journal of Research and Theory, 2020
This article explores adult participation in online social media resistance groups that formed after the 2016 U.S. presidential election (e.g., Indivisible), why individuals participate, and how their views of citizenship are transformed as a result of their participation. Reporting on demographic and open-ended qualitative survey data, this study…
Descriptors: Transformative Learning, Presidents, Democracy, Social Media
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Jaber, Rowaida; Kennedy, Eileen – Distance Education, 2017
This paper argues that identity may be key to understanding why social presence has been considered so important to successful learning experiences. A qualitative case study of 10 students and 4 tutors in an online postgraduate education program was conducted. The research applied the work of Goffman to explain the relationship between social…
Descriptors: Self Concept, Semi Structured Interviews, Online Courses, Distance Education
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Dodge, Tyler; Barab, Sasha; Stuckey, Bronwyn; Warren, Scott; Heiselt, Conan; Stein, Richard – Journal of Interactive Learning Research, 2008
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the…
Descriptors: Video Games, Play, Ethnography, Children