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Catalina Titcomb

Web 2.0 and classroom research: What path should we take now? Educational Researcher, 3... - 0 views

  • Since the mid-1990s, the percentage of publicschools connected to the Internet exploded from 35% to 100%.Public instructional classrooms with Internet access grew to 94%,up from 14% a decade earlier, and the ratio of students perInternet-connected instructional computer decreased from 12:1to 3.8:1 (Wells & Lewis, 2006). Outside of schools, more thantwo thirds of people in the United States have Internet connec-tions at home, more than half of which are broadband (Horrigan, Educational Researcher, Vol. 38, No. 4, pp. 246–259DOI: 10.3102/0013189X09336671© 2009 AERA. http://er.aera.net  Web 2.0 and Classroom Research: What PathShould We Take Now?  Christine Greenhow, Beth Robelia, and Joan E. Hughes Learning, Teaching, andScholarship in a Digital AgeResearch Newsand Comment educational ReseaRcheR  246  by on June 17, 2009http://er.aera.netDownloaded from  (function() { var pageParams = {"origHeight": 1171, "origWidth": 902, "fonts": [4, 9, 8, 0, 7, 12, 6, 5], "pageNum": 2}; pageParams.containerElem = document.getElementById("outer_page_2"); pageParams.contentUrl = "http://html4.scribdassets.com/9qxvunnpogs3ko6/pages/2-470280afa2.jsonp"; pageParams.blur = false var page = docManager.addPage(pageParams); })();   May 2009 247 2008), and by 2014, it is estimated that 90% of all people in theUnited States will be online with dramatically faster, high-speednetworks (Fox, Anderson, & Rainie, 2005).
  • Web 2.0,” a term coined in 2004, characterizes a transitionfrom the predominantly read-only Web 1.0 into a “read-and-write” Web 2.0 (McManus, 2005, para. 1). Web 2.0 facilitates “participa-tory,” “collaborative,” and “distributed” practices within Web2.0–enabled formal and nonformal spheres of everyday activities(Lankshear & Knobel, 2006, p. 38). Other terms used to charac-terize Web 2.0 include “relationship” technologies (Schrage, 2001,para. 6), “participatory media” (Bull et al., 2008, p. 106), and“social digital technologies” (Palfrey & Gasser, 2008, p. 1). Web 2.0 is both a platform on which innovative technologieshave been built and a space where users are as important as thecontent they upload and share with others
Jason McNee

Research Says Screen Time Can Be Good For Your Kids - Forbes - 0 views

  • One interpretation of Plants vs. Zombies, for instance, reveals an ironic representation of an ideological battle between the good natural spirit of flora and Zombie-like brainwashing that supposedly comes from entertainment and digital media. Pay close attention to the character design of the zombie villains–football zombies, disco zombies, suit & tie zombies, etc. Suddenly, it becomes clear that, intentional or not, there’s an implicit anti-consumer, non-conformist cultural critique underlying the game. Plants are the good guys. Brainwashed mainstream zombies are the bad guys.
  • Individualized gameplay might be better than television because they’re more interactive.
  • These days, in fact, most storytelling is interactive. We consume most of our media through internet connected devices. And technology is so adept at providing ‘adaptive feedback’ that it proves to be an exceptionally effective teaching tool. In fact, a recent SRI study shows that game based learning can boost cognitive learning for students sitting on the median by 12%.
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    Forbes magazine article that focuses on screen time with children but also touches on the benefits for adults as well.
AshLee Walker

The Benefits of Video Games - ABC News - 1 views

  • Educational Benefits for Students A recent study from the Education Development Center and the U.S. Congress-supported Ready To Learn (RTL) Initiative found that a curriculum that involved digital media such as video games could improve early literacy skills when coupled with strong parental and teacher involvement. Interestingly, the study focused on young children, and 4- and 5-year-olds who participated showed increases in letter recognition, sounds association with letters, and understanding basic concepts about stories and print. The key for this study was having high-quality educational titles, along with parents and teachers who were equally invested in the subject matter. That way kids could discuss and examine the concepts that they were exposed to in the games. Also interesting is the value that video games are proven to have even for very young players. A study by the Education Department Center further found that low-income children are “better prepared for success in kindergarten when their preschool teachers incorporate educational video and games from the Ready to Learn Initiative.” Older children such as teens and tweens can benefit from gameplay as well. Even traditional games teach kids basic everyday skills, according to Ian Bogost, associate professor at the Georgia Institute of Technology and founder of software maker Persuasive Games. “Look at ‘World of Warcraft’: You’ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal.” Games that are designed to help teach are having an impact on college-age pupils as well. Following a recent 3D virtual simulation of a US/Canadian border crossing, wherein students assumed the role of guards, Loyalist College in Ontario reported that the number of successful test scores increased from 56 percent to 95 percent.
  • As mentioned earlier, research underway by the Office of Naval Research (ONR) indicates that video games can help adults process information much faster and improve their fundamental abilities to reason and solve problems in novel contexts. In fact, results from the ONR study show that video game players perform 10 percent to 20 percent higher in terms of perceptual and cognitive ability than non-game players.
Justin Dyson

Text Messaging and Grammatical Development | Nuffield Foundation - 0 views

  • Although most participants in all three groups violated grammatical convention in their text messages, researchers found no evidence that this affected their understanding of written or spoken grammar at either point in time. For the primary school children, there was an association between punctuation errors in texts and spelling ability. Children who made fewer punctuation errors when texting tended to be better at spelling and quicker to process writing than those who made more errors in their texts.   For the undergraduate group, there was some evidence of a link between punctuation errors in texts and the spelling ability and grammatical understanding of participants. However, this link was weak and researchers concluded it was more likely related to the IQ score of students. The latest findings follow an earlier study led by Professor Wood that showed children’s use of text abbreviations can have a positive effect on literacy outcomes and may even enhance children’s understanding of conventional spelling.
Justin Dyson

Text messaging can boost literacy among pupils, research suggests | National Literacy T... - 0 views

  • According to new research the use of “textisms” can improve literacy among pupils by giving them extra exposure to word composition outside the school day, it was claimed.
  • However academics from Coventry University said there was “no evidence” that access to mobile phones harmed children’s literacy skills and could even have a positive impact on spelling.
  • According to the report, the association between spelling and text messaging may be explained by the highly phonetic nature of the abbreviations used by children and the alphabetic awareness required for successfully decoding the words. The report, funded by Becta, the government's education technology agency stated: “It is also possible that textism use adds value because of the indirect way in which mobile phone use may be increasing children’s exposure to print outside of school.” Prof Clare Wood, senior lecturer in the university’s psychology department, said: “We are now starting to see consistent evidence that children’s use of text message abbreviations has a positive impact on their spelling skills. “There is no evidence that children’s language play when using mobile phones is damaging literacy development.”
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    texting improving literacy according to government education tech agency
Justin Dyson

What is the Impact of Technology on Learning? | Education.com - 0 views

  • Research literature throughout the past decade has shown that technology can enhance literacy development, impact language acquisition, provide greater access to information, support learning, motivate students, and enhance their self-esteem (ACT, 2004; CEO Forum, 2001; Boster et al., 2004; Mann et al., 1999; Tracey & Young, 2006; WestEd, 2002).
Justin Dyson

TV can improve literacy - Winnipeg Free Press - 1 views

  • The long-held belief that television is detrimental to child development, emotional health and overall literacy has been a stubborn one in North America. The opinion, largely fuelled by anecdotal evidence, and poorly constructed studies has, however, proven not only unfounded, but the bulk of research has actually demonstrated the opposite.
  • "Moderate amounts of television viewing were found to be beneficial for reading," states Annie Moses in the Journal of Early Childhood Literacy, further stating that "programs that aim to promote literacy in young children have been found to positively impact specific early literacy skills".
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    Television found to improve literacy in children, especially at a young age.
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