Media Literacy Research Index

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Hakutuloksia 686 - näytetään 61 - 80  
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Multimedia literacy practices in the homes of young children are changing rapidly, but the use of them in the early years of education is moving slowly. This research was aimed to find out what teachers of 5-year-olds, in their first 6 months of compulsory schooling, think about the children's literacy...
This article argues that digital games and school-based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts – ancillary print and multimodal texts about digital games – can play in connecting pupils’ gaming literacy practices to ‘traditional’ school-based...
We have explored the role of a tablet computer (the Apple iPad) and a shared display as extensions of a practitioner's repertoire for language learning and literacy practices in a multicultural kindergarten. In collaboration with a practitioner, an intervention was designed that included the use of two iPad apps in...
iPads are increasingly being put in the hands of children in schools and educational contexts, yet there continues to be larger questions about how they fit into the fabric of daily classroom life and what new stories will emerge (de Certeau, 1984, 1984/2000). In this article, we feature vignettes of...
With the revolution that has taken place in the functionality and uptake of portable networked ‘smart’ technologies, educators are looking to see what potential applications such technologies might have for school education. This article reports on a study on the use of portable personal computing devices in the early years...
In this paper we discuss the potential of iPads for supporting literacy learning in special education, with a focus on how the gestural and sensory experience of touch can enable young learners with moderate to complex physical and/or cognitive disability to engage in fun, independent and inclusive classroom-based literacy activities....
In this paper, we discuss how iPads offer innovative opportunities for early literacy learning but also present challenges for teachers and children. We lent iPads to a Children’s Centre nursery (3- to 4-year-olds), a primary school reception class (4- to 5-year-olds) and a Special School (7- to 13-year-olds), discussed their...
This article examines the digital literacy practices that emerge when young children play together with digital apps on touchscreen devices. Children's collaborative composing with a digital puppetry app on a touchscreen—with many hands all busy dragging, resizing, and animating puppet characters, and many voices making sound effects, narrating, directing, and...
This article draws upon the cinematic, fictional portrayal of Avatars as a metaphor to show how young children are positioned in similar ways in relation to technology and nature. The authors discuss children as digital natives growing up in brave new virtual worlds, but also as vulnerable innocents who are...
In this article, semiotic analysis of children’s practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of children’s...
This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we...
This article explores the ways a young child’s play revealed his understanding of technology in contextual and decontextualized ways. The child, James, spent a year (age 21/2 to 31/2) learning how to share CD-ROM storybooks with his mother, who was also the researcher. James’s experience with the hypertext of CD-ROM...
Play is a well-documented educational tool, but one that has begun to decline in schools and early childhood education due to the increased pressure for cognitive-based school readiness programs. Play such as pretend play and video games engages children and helps them to develop literacies and competencies outside of the...
The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media,...
Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children’s use of these worlds. Young children are spending increasing amounts of time online as technology continues to create signifi cant changes in social and cultural practices in the 21st century. Some of children's online...
Can popular culture and information communication technologies (ICT) broaden early years' multiliteracies experiences? This paper presents a case study that begins with boys role-playing Star Wars action scenes at the commencement of the school year, and concludes with an end-of-year school community celebration of a new DVD Star Wars movie...
In many countries technologies are still not fully integrated with perspectives on play-based learning in early childhood education. This is evidenced in international curriculum documents that continue to separate descriptions of play as a basis for learning from the use of technologies as learning outcomes for young children. Meanwhile, technologies...
The integration of information and communication technology into early year's classrooms is increasingly important for engaging and motivating digital learners. One of the more promising recent revolutions in educational technology that encourages learner's involvement is interactive whiteboard (IWB). Many schools have accepted IWB as core teaching technology for teaching young...
The imaginative and interactive modes of communication available for children today, above and beyond print, indicate a profound shift to the nature of reading education as a whole. This article reviews the theoretical landscape involved in multimodal education, and then examines the practices that make multimodal education feasible in the...
This article begins by exploring the graphical, hypertextual, interactive elements of children’s literature, and then compares those elements to the charactertistics of writing taught in early elementary school writing instruction. Here, we can explore the forms, perspectives, characterizations, and subject matters being modeled through the teaching methods and through interactive...
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Media Literacy Research Index

The purpose of this index is to bring together and promote international media literacy and media education research. The index is updated regularly, and you can also inform us about missing research via e-mail. Information presented here is all openly available in the Internet. Accessing full articles may require permission from the publisher.

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