Search results for author:"Kylie Peppler"
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EdMedia + Innovate Learning 2019 Attendees: if you are looking for papers from this conference, please use this special attendee-only EdMedia + Innovate Learning 2019 search
(2007) pp. 1–177
Educators and researchers in the field of media literacy are expanding on traditional notions of literacy to include decoding, evaluating, and producing electronic media. While many media literacy theorists have acknowledged the role of creating...
Arts Education Policy Review Vol. 119, No. 2 (2018) pp. 88–99
Recent advances in arts education policy, as outlined in the latest National Core Arts Standards, advocate for bringing digital media into the arts education classroom. The promise of such Science, Technology, Engineering, Arts, and Mathematics ...
Journal of Science Education and Technology Vol. 22, No. 5 (October 2013) pp. 751–763
Central to our understanding of learning is the relationship between various tools and technologies and the structuring of disciplinary subject matter. One of the staples of early science education curriculum is the use of electrical circuit...
Teachers College Record Vol. 112, No. 8 (2010) pp. 2118–2153
Background/Context: New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws ...
British Journal of Educational Technology Vol. 50, No. 1 (January 2019) pp. 280–293
Celebrating hands‐on making and technological inventiveness, the Maker Movement promotes the popularity of new makerspaces: learning environments filled with diverse materials for youth’s creative projects. Described as “constructionist learning...
Simulation & Gaming Vol. 44, No. 5 (October 2013) pp. 683–705
Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge...
Learning, Media and Technology Vol. 32, No. 2 (June 2007) pp. 149–166
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that...
Review of Research in Education Vol. 35, No. 1 (March 2011) pp. 89–119
In this article, the authors draw on findings from several recent studies, particularly the work on the new media-rich programming environment, Scratch, to demonstrate that contemporary youth communities move fluidly across blurry boundaries to...
In Harmony: A Technology-Based Music Education Model to Enhance Musical Understanding and General Learning Skills
International Journal of Music Education Vol. 32, No. 2 (May 2014) pp. 242–260
This article reports on the practice and evaluation of a music education model, In Harmony, which utilizes new technologies and current theories of learning to mediate the music learning experience. In response to the needs of twenty-first century...
BeeSign: Designing to Support Mediated Group Inquiry of Complex Science by Early Elementary Students
Annual Meeting of IDC 2010 (June 2010)
All too often, designers assume that complex science and cycles of inquiry are beyond the capabilities of young children (5-8 years old). However, with carefully designed mediators, we argue that such concepts are well within their grasp. In this...
Journal of Science Education and Technology Vol. 20, No. 5 (October 2011) pp. 454–467
Research into students' understanding of complex systems typically ignores young children because of misinterpretations of young children's competencies. Furthermore, studies that do recognize young children's competencies tend to focus on what...
Annual Meeting of IDC 2010 (June 2010)
New technologies have enabled students to become active participants in computational simulations of dynamic and complex systems (called Participatory Simulations), providing a "first-person"perspective on complex systems. However, most existing...
Annual Meeting of SIGCSE 2008 (March 2008)
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse--an after...