Online multiplayer games for the social interactions of children with autism spectrum disorder: A resource for inclusive education

BG Stone, KA Mills, B Saggers - International Journal of Inclusive …, 2019 - Taylor & Francis
This article describes the support for social interactions received by three students with
autism spectrum disorders (ASD) through their multimodal engagements with Minecraft® …

[图书][B] Language online: Investigating digital texts and practices

C Lee, D Barton - 2013 - api.taylorfrancis.com
In Language Online, David Barton and Carmen Lee investigate the impact of the online
world on the study of language. The effects of language use in the digital world can be seen …

Technology acceptance model and multi-user virtual reality learning environments for Chinese language education

A Barrett, A Pack, Y Guo, N Wang - Interactive Learning …, 2023 - Taylor & Francis
Virtual reality is a rapidly developing technology and its applications are being explored in a
variety of educational fields. While an increasing amount of attention is being paid to VR as …

[图书][B] Digital literacies

J Gillen - 2014 - library.oapen.org
With our increasing use of digital and online media, the way we interact with these forms of
communication is having an enormous impact on our literacy and learning. In Digital …

Articuler les dimensions constitutives de l'éducation aux médias

N Landry - tic&société, 2017 - journals.openedition.org
Cet article procède à l'analyse critique des écrits de langue anglaise en éducation aux
médias. Il en présente les dimensions constitutives et les particularités. Il caractérise …

'Is there an app for that?'Exploring games and apps among heritage language families

S Little - Journal of Multilingual and Multicultural Development, 2019 - Taylor & Francis
Heritage language families inhabit multiple languages, literacies and cultures. Enabling
children to participate in heritage language and culture has beneficial effects in terms of …

Purposes for literacy in children's use of the online virtual world Club Penguin

J Marsh - Journal of Research in Reading, 2014 - Wiley Online Library
This paper reports on a study of the purposes for literacy discernible in young children's use
of the virtual world, Club Penguin. Twenty‐six children aged between 5 and 11 took part in …

Upbringing in a digital world: Opportunities and possibilities

A Forkosh Baruch, O Erstad - Technology, Knowledge and Learning, 2018 - Springer
In our article, we refer to the interrelation between upbringing and education, within the
context of an emerging paradigm of upbringing as a new construct. First we discuss …

[HTML][HTML] L'éducation aux médias: contributions, pratiques et perspectives de recherche en sciences de la communication

N Landry, J Basque - Communiquer. Revue de …, 2015 - journals.openedition.org
Cet article positionne l'éducation aux médias à la fois comme champ et comme objet d'étude
privilégié de mise en application de perspectives critiques en communication et en …

Free the sheep: Improvised song and performance in and around a Minecraft community

C Bailey - Literacy, 2016 - Wiley Online Library
Recent work around the use of virtual world video games in educational contexts has
conceptualised literacies as communal processes, whilst considering complex notions of …