Our Space is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. Through role-playing activities and reflective exercises, students are asked to consider the ethical responsibilities of other people, and whether and how they behave ethically themselves online. These issues […]
Connect to Compete initiative aims to boost digital literacy
Connected Planet is the comprehensive source for service providers and enterprise users of advanced telecommunications and mobile networking services. Grounded in coverage of technology and infrastructure — IP networks, FTTX, wireless, OSS/BSS and more — Connected Planet also delivers insight into how yesterday’s networks are becoming the “smart pipes” of tomorrow, capable of carrying new […]
Children and New Media: Youth Media Participation. A Case Study of Egypt and Finland
This article focuses on a single case study; the first findings of a qualitative part of the Youth Media Participation (YMP) project in Argentina, Egypt, Finland and India (2009-11) on 10-18 year-old children’s participation through media. Youth Media Participation is funded by the Academy of Finland (2009-11). It collects and analyses three kinds of data […]
University Senior Students on the Web
The Internet is increasingly prominent in all walks of life, and Web connection is a key factor in social integration. The rise in life expectancy and quality of life mean that our active seniors now represent a growing sector in society. This study analyses what senior citizens use the Internet for and why, as well […]
Digital Divide in Universities: Internet Use in Ecuadorian Universities
New technologies have transformed higher education whose application has implied changes at all levels. These changes have been assimilated by the university community in various ways. Subtle differences among university students have emerged; these differences determine that the resources the network offers have been used in different ways, thus creating gaps in the university population. […]
Students’ Perspective on On-line College Education in the Field of Journalism
The advance in new technologies has changed the educational model considerably. On-line education has arrived with a bang at university and those degree courses linked to the field of communication have adopted this type of technologies. In just a few years, the number of courses available in the communication field that include on-line subjects has […]
Interaction Analysis in Hybrid Learning Environment
Interaction analysis in virtual and hybrid learning environments is a complex issue, since it is necessary to go beyond a quantitative approach (number of messages) and obtain information about interaction dynamics in the context of educational activities. This article presents a set of interaction analysis strategies, which were designed during the development of a doctoral […]
Learning Networks, Networked Learning
Learning Networks are on-line social networks through which users share knowledge with each other and jointly develop new knowledge. This way, Learning Networks may enrich the experience of formal, school-based learning and form a viable setting for professional development. Although networked learning enjoys an increasing interest, many questions remain on how exactly learning in such […]
Media Education: An International Unstoppable Phenomenon
All articles in the journal are in English and Spanish; articles, authors and topics with a decidedly international and Latin American outlook; the journal is now in its 18th year and has published 1447 articles of research, experiences, reflections and proposals; the journal appears in 186 international data bases, journal impact assessment platforms, selected directories, […]
Learning Games Network
The Learning Games Network makes connections among those who care about and have a stake in the future of education. We provide resources to help teachers use games in the classroom. We work with educational publishers and media producers to design better learning games and develop new business models for getting them into the hands […]
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