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E-Learning

2005 Volume 2, Number 4

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Table of Contents

Number of articles: 8

  1. Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate--Using Zizek's Concept of Interpassivity to Analyse Educational Play

    Caroline Pelletier

    Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their... More

    pp. 317-326

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  2. The Ideology of Performative Pedagogies: A Cultural Symptomology

    Shaun Hides

    This article examines the interplay of power, identity and culture within online learning in higher education. Specifically it addresses the relation between online learning, or e-learning, and the... More

    pp. 327-340

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  3. "Only Connect"? Complexities in International Student Communication

    Frances Bell & Elena Zaitseva

    This article explores the potential and limitations of international educational collaboration using the concept of "connection", a term with different meanings that are sometimes conflated to... More

    pp. 341-354

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  4. Reconceptualising Culture in Virtual Learning Environments: From an "Essentialist" to a "Negotiated" Perspective

    Robin Goodfellow & Anne Hewling

    The notion of "culture" as an essential attribute of individuals and groups, owed to national or ethnic background, is critiqued in this article as unhelpful to the project of understanding how... More

    pp. 355-367

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  5. Who Are You? Weblogs and Academic Identity

    Rory Ewins

    The weblog format has increasingly been adopted by academics in recent years, both as a teaching tool and to disseminate and discuss their own research interests. Academics are turning to blogs to ... More

    pp. 368-377

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  6. E-Portfolios and Digital Identity: Some Issues for Discussion

    Mhairi McAlpine

    As awarding bodies modernise their procedures and incorporate elements of e-assessment into their qualifications, e-portfolios are emerging as a popular method of allowing candidates to display... More

    pp. 378-387

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  7. No Pain, No Game: Use of an Online Game to Explore Issues of Online Identity and the Implications for Collaborative E-Learning

    Gwyneth Hughes & Catherine Scott

    As computer-mediated communication (CMC) is becoming more mainstream in higher education (HE), the issue of social interaction online and its impact on learning has been raised. CMC theorists have ... More

    pp. 388-401

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  8. Who Are You? Theorising from the Experience of Working through an Avatar

    Chris Jones

    This article explores the experience of a researcher who was part of a pan-European team exploring one of the currently available avatar worlds used for educational purposes. The article reports... More

    pp. 414-425

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