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Digital Literacy: A Conceptual Framework for Survival Skills in the Digital era
Journal of Educational Multimedia and Hypermedia (JEMH) 13:1 , January 2004
Digital literacy involves more than the mere ability to use software or operate a digital device; it includes a large variety of complex cognitive, motor, sociological, and emotional skills, which users need in order to function effectively in...
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Researching teenagers’ recreational video/computer gameplaying
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2002:1 , 2002
The purpose of this brief paper is to invite additional project partners in our research. We believe that an international, rather than country specific, survey of the various issues involved in playing recreational video/computer games will help...
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Digital literacy: A new terminology framework and its application to the design of meaningful technology-based learning environments
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2002:1 , 2002
Digital literacy is more then just using software. It includes reading instructions from graphical interfaces (photo-visual literacy), utilizing digital reproduction in learning (reproduction literacy), constructing knowledge from non-linear...
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Bridging the gap: A Constructivist Pedagogical Model for Distance Learning in the Acadenmia
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2003:1 , 2003
The accumulated experience from years of on-line learning in the academia suggests a series of serious problems in the way this yet-evolving means of learning is utilized. Problems include poor course-design and pedagogy; human limitations, both...
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A Model of Successful Technology Integration in a School System: Plano's Curriculum Integration Project
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2000:1 , 2000
The technology-based Curriculum Integration project in the Plano Independent School District is presented as a model for successful implementation of large-scale technology integration projects. The project addressed relevant components: teachers, ...
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Living Books: The incidental bonus of playing with multimedia
Journal of Educational Multimedia and Hypermedia (JEMH) 16:4 , October 2007
The story-telling multimedia Living Book is one of the most common edutainment genres, in which children hear and play with interactive and animated stories, in a highly-engaging multimedia environment. Living Books are designed so that that every...
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Bridging the gap: Students' attitudes towards a new pedagogical model for online academic learning
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008:1 , Nov 17, 2008
Recent studies indicate the superiority of the Blended-Learning Model, which combines F2F and online learning, as the preferred model for online course design. Nevertheless, there is still ambiguity in the literature regarding the implementation of...
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