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2005 Volume 2, Number 1

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Table of Contents

Number of articles: 6

  1. Learning by Design: Good Video Games as Learning Machines

    James Paul Gee

    This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on... More

    pp. 5-16

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  2. Can "Blended Learning" Be Redeemed?

    Martin Oliver & Keith Trigwell

    Although the term "blended learning" is widely used, this article argues against it. Two arguments are advanced. The first is primarily philosophical, although it has several pragmatic implications... More

    pp. 17-26

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  3. Children Online: Learning in a Virtual Community of Practice

    Angela Thomas

    This article argues that children in a particular virtual community are learning through their participation in the discursive and social practices of the community. Using Wenger's model of ... More

    pp. 27-38

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  4. From Student Work to Exemplary Educational Resources: The Case of the CTER White Papers

    James A. Levin, Nicholas C. Burbules & Bertram C. Bruce

    Within the existing system of education, student work rarely has any value beyond the particular course that it is created for. The work is graded and then usually discarded. The authors describe... More

    pp. 39-49

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  5. Digikids: Cool Dudes and the New Writing

    Guy Merchant

    Research into the uses of digital literacy in the classroom is still in its infancy. Despite the proliferation of theoretical literature on "new literacies", "multiliteracies", and ... More

    pp. 50-60

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  6. New Media in the Humanities: From Inevitability to Possibility

    Susan Braley

    The study "New Media in the Humanities: from metaphors of inevitability to metaphors of possibility," argues that using digital technologies in humanities classrooms (at the post-secondary level)... More

    pp. 61-96

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