Connected Learning
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Recent papers in Connected Learning
Many teachers still struggle to find a coherent and meaningful framework for incorporating new literacies into their instruction. This case study examines the teaching and learning that took place in a New and Multimodal Literacies class... more
In this research the activities of students and teachers participating in the Biophilia Educational Program in schools in Reykjavík are studied. Empirical data were collected at Dalskóli within a preschool/primary school setting in the... more
In this paper we present the results of an evaluation study of a development project for the introduction and use of tablet computers (iPads) at the lower secondary level in Nordlinga school, a compulsory school in Reykjavík. In the... more
Teachers of this digital era have plenty of scope for updating their knowledge of various subjects of their interests and Massive Open Online Courses (MOOCs) offer learning opportunities to teachers across the globe. Teachers receive lot... more
This book chapter presents the findings of a phenomenological research study that explored the use of social media in an online college course and how it impacted learners’ experiences and feelings of engagement. Findings suggest that... more
This article reports on the activities undertaken in a U. S. high school through which students produced video texts designed to address key social problems. The authors argue against conventional "writing process" models that assert a... more
This paper levers on a live case study to examine frameworks for the development and rapid activation of global, pilot connected learning programmes. It describes the strategies and tactics deployed in the establishment of a Centre for... more
Digital technologies have been consuming more of our students time and attention than ever before. As literacy educators interested in supporting students' digital literacies, how do we strike a balance to ensure that technological tools... more
This dissertation explored the state of acceptance of new media projects as Ed.D. capstone experiences and the rationale for the acceptance, rejection, or undecided participants’ positions on this subject. Many authors argue that a... more
The idea of establishing a working group on participatory models of professional development grew out of discussions that occurred during the Digital Media and Learning Conference 2011. The aim of this working group was to bring together... more
Social media's ubiquity is transforming contemporary education. Students inhabit classrooms with connected devices, streaming data, chatting on personal messaging, and sharing information with invisible audiences. The academic curriculum... more
Memes are humorous digital artifacts created by web users copying an image and overlaying a personal funny caption. They are virally shared in the web and represent an important part of the online discourse young learners are exposed to... more
This article reports on the activities undertaken in a U. S. high school through which students produced video texts designed to address key social problems. The authors argue against conventional " writing process " models that assert a... more
This collaborative project partners Michigan State University literacy researchers with an established afterschool program, Racquet Up Detroit (RUD), to investigate the effects of a summer technology camp (“RU Connected”) for middle... more
In this study, I discuss the need to increase girls’ involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use... more
ABSTRACT Digital media are central in almost every aspect of daily life, most notably in how we communicate, understand political issues, reflect (co-)produce, consume, and share knowledge. Perhaps nowhere is this digital influence... more
As communication, civic engagement, and labor shift toward digital media platforms, there is an attendant need to prepare students for a more collaborative and digital media-oriented society. Evidence suggests that young people learn... more
The aim of the paper is to describe some of the challenges faced by schools, or by formal education in general, as a consequence of today’s mobile-centric society (henceforth MCS), the term we will use to denote the new, networked... more
Nowadays, transmedia storytelling has shaped new ways to produce children's content, in which the audience has an increasingly active role (Living-stone and Bovill 2013; Cortesi et al. 2015). The fruition of storytelling content through... more
A evolução do brincar de Baggins: conectando fabricações em jogos eletrônicos com espaços físicos e virtuais afins Resumo O presente artigo constitui um estudo de caso abordando o brincar criativo de um adolescente capaz de criar táticas... more
This paper describes an effort to develop a survey measure of adolescents’ interest-related pursuits. The measure focuses on youths’ experiences of connected learning (Ito et al. 2013), an emerging model of learning supported by digital... more
Connected learning is a powerful educational framework that emphasizes creative and social learning experiences that are driven by learners’ personal interests. The framework’s core principles include learning contexts that are peer... more
Script Changers shows the ways that stories offer a lens for seeing the world as a series of systems. It provides opportunities for students to create interactive and animated stories about creating positive change in their communities.... more
Introduction/Background Who is Dave? Dave Cormier of the University of Prince Edward Island in Canada is renowned for coining the term MOOC (Massive Open Online Course) and for developing the notion of rhizomatic learning. In January... more
An Australian higher education experience often includes group work as an important social learning opportunity. For international students, taking part in a group assignment can positively influence learning and adjustment to the new... more
n this study, I detail three families who play the popular mobile augmented reality game Poke ́mon Go together. I discuss the parents’ perceptions of the game’s educational merits and potential drawbacks and detail how learning occurs... more
Since summer of 2013, Hive Research Lab (HRL), an applied research partner of Mozilla Hive NYC Learning Network, has engaged in a range of activities that include both basic research and applied design activities geared toward advancing... more
This book chapter presents the findings of a phenomenological research study that explored the use of social media in an online college course and how it impacted learners’ experiences and feelings of engagement. Findings suggest that... more
In this book we respond to a higher education environment that is on the verge of profound changes by imagining an evolving and agile problem-based learning ecology for learning. The goal of doing so is to humanise university education by... more
Strong pathways of connected learning are possible when one makes sense of the complex game development process in the wake of greater interconnected social media tools. This paper reviews and categorizes the core approaches to understand... more
A range of mobile technologies, multiple screens, and user engagement are arising in connected formats of media usage. Connected viewing is a term that refers to these varieties of platforms for content distribution and multiple viewing... more
Purpose This paper aims to investigate design principles for transforming existing making communities of practice within public libraries into online knowledge-building communities to support youths, families with young children and adult... more