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Learning, Media and Technology

March 2007 Volume 32, Number 1

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Table of Contents

Number of articles: 6

  1. The Learning Environment in Clicker Classrooms: Student Processes of Learning and Involvement in Large University-Level Courses Using Student Response Systems

    April R. Trees & Michele H. Jackson

    To explore what social and educational infrastructure is needed to support classroom use of student response systems (Roschelle et al., 2004), this study investigated the ways in which student... More

    pp. 21-40

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  2. Direct or Directed: Orchestrating a More Harmonious Approach to Teaching Technology within an Art & Design Higher Education Curriculum with Special Reference to Visual Communications Courses

    Lindsey Marshall & Lester Meachem

    In this scoping study we have investigated the integration of subject-specific software into the structure of visual communications courses. There is a view that the response within visual... More

    pp. 41-52

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  3. Laptops and Lipsticks: Feminising Technology

    Susanne Gannon

    This paper brings learning, mass media and technology together in a critical analysis of advertising and its gendered implications in terms of women's desires and investments in technology. It uses... More

    pp. 53-67

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  4. The (Mis)Education of Generation M

    Susan G. Ziegler

    The focus of this paper is on the potential problems and challenges presented by the content, quantity and quality of contemporary media influences (electronic, print and digital). Whereas most... More

    pp. 69-81

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  5. The Development of a Video Database for Language Educational Research Projects

    Roger Hawkey, Sue Thompson & Richard Turner

    The analysis of classroom observation data is seen as increasingly important in research on the impact of high-stakes language tests or new foreign-language programmes on students, teachers and... More

    pp. 83-97

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  6. Viewpoints: Teaching and Learning with Games?

    Ben Williamson

    In this article, findings from a recent one-year research project that investigated the use of games in a variety of school settings are described and discussed. The project involved four schools... More

    pp. 99-105

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