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Keywords = Learner-generated digital media

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35 pages, 2584 KiB  
Article
A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality
by Chrysoula Lazou and Avgoustos Tsinakos
Information 2025, 16(6), 482; https://doi.org/10.3390/info16060482 - 11 Jun 2025
Viewed by 786
Abstract
The present study explores the affordances of virtual reality (VR) technologies to enhance digital and media literacy skills within an interdisciplinary and inclusive K-12 English as a Foreign Language (EFL) learning context. Addressing gaps in research on the design and impact of VR [...] Read more.
The present study explores the affordances of virtual reality (VR) technologies to enhance digital and media literacy skills within an interdisciplinary and inclusive K-12 English as a Foreign Language (EFL) learning context. Addressing gaps in research on the design and impact of VR experiences in secondary education, the study investigates VR affordances not only as a learning tool, but also as a medium for knowledge co-creation through learning by doing, with students acting as the agents within digital social contexts. The study was conducted for two years, with 59 participants aged 13–14 years old, following a structured five-phase intervention model with the intent to comply with DigComp 2.2 guidelines for digital citizenship and the Universal Design for Learning (UDL) for inclusive educational practices. The phases involved (a) training on the technological level to leverage digital tools; (b) media and information literacy (MIL) instruction in VR; (c) collaborative VR artifact creation; (d) peer evaluation; and (e) dissemination with peers from other sociocultural contexts for an iterative process of continuous content improvement and social discourse. Mixed methods data collection included pre/post-course surveys, pre/post-tests, observation journals, and student-generated VR artifact evaluations. The findings indicate consistent learning gains across both years, with an average pre–post gain of 18 points (Cohen’s d = −2.25; t = −17.3, p < 0.001). The VR-supported intervention fostered complex skillset building within a VR-supported dynamic learning environment that caters to diverse needs. Students’ reflections informed a framework for designing inclusive media literacy in VR, structured around three main pillars: Narrative Structure, Strategic Design, and Representation Awareness. These themes encapsulate the practical, cognitive, and ethical dimensions of VR design. Sub-themes with examples contribute to understanding the key design elements of VR in promoting participatory engagement, digital and media literacy, critical discourse, and inclusive education. The sub-themes per pillar are signaling and multisensory cues, storyline, and artful thinking; schema formation, multimedia encoding, and optimal cognitive load; and bias-free, respect for emotional impact, and language and symbols. Complementary quantitative findings confirmed the themes of the proposed framework, revealing a positive correlation between the perceived ease of use (PEoU) with digital skills development and a negative correlation between perceived usefulness (PU) and cognitive load. The study concludes with recommendations for pedagogy, curriculum design, and future research to empower learners in shaping sustainable digital futures. Full article
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25 pages, 2572 KiB  
Article
Unplugging for Student Success: Examining the Benefits of Disconnecting from Technology during COVID-19 Education for Emergency Planning
by Samira Hosseini, Claudia Camacho, Katia Donjuan, Luis Pego and Jose Escamilla
Educ. Sci. 2023, 13(5), 446; https://doi.org/10.3390/educsci13050446 - 27 Apr 2023
Cited by 3 | Viewed by 4806
Abstract
The COVID-19 outbreak revealed the fragility not only of our species but also of society, which has demonstrated its ability to adapt to challenging conditions and to learn from disasters. One of the most pressing issues during the pandemic was the delivery of [...] Read more.
The COVID-19 outbreak revealed the fragility not only of our species but also of society, which has demonstrated its ability to adapt to challenging conditions and to learn from disasters. One of the most pressing issues during the pandemic was the delivery of education during lockdowns. Education in emergency was established using various communication media, hastening the digitalization of education. However, this also highlighted the impact on the mental health of students, who were already experiencing overuse of the internet and electronic devices prior to the pandemic. In response, Tecnologico de Monterrey, a private Mexican university that also offers high school programs, launched the “Unplugged Day” initiative, which encouraged students to disconnect from electronic devices and participate in physical, cultural, creative, or reflective activities. This study applied a voluntary survey to 1850 students from March to May 2021 on a weekly basis, with the aim of analyzing symptoms of insomnia, emotions, perceptions of online education, sources of stress, and the need for professional support to manage their emotions in relation to their participation in Unplugged Day activities. Our results, obtained through a quantitative methodology, confirmed the impact of the emergency, lockdown, and forced remote education on the mental health of students. Furthermore, the results revealed that the Unplugged Day initiative is a strategy that promoted students’ well-being during online education. The respondents also suggested strategies for promoting mental health and well-being of learners, whether in an emergency or not. These findings provide valuable information for governments and educational institutions to implement policies and strategies for planning education in emergency situations and for addressing the ongoing global problems of stress and mental health, which are related to the increasing use of electronic devices and the volatility, uncertainty, complexity, and ambiguity of global society. It is our responsibility to improve education so that it can play its role in preserving cultural heritage, overcoming adversity, rebuilding after catastrophes, and shaping a better future for generations to come. Full article
(This article belongs to the Special Issue Embracing Online Pedagogy: The New Normal for Higher Education)
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33 pages, 4233 KiB  
Article
Digital Storytelling in Education: A Transmedia Integration Approach for the Non-Developers
by Maria Palioura and Charalampos Dimoulas
Educ. Sci. 2022, 12(8), 559; https://doi.org/10.3390/educsci12080559 - 16 Aug 2022
Cited by 25 | Viewed by 15826
Abstract
The present paper focuses on digital storytelling in education, emphasizing the teachers’ needs for familiarization with the new technological conditions. A transmedia integration approach is deployed to make productive, blended learning values while utilizing the availability of tools and reusable media assets in [...] Read more.
The present paper focuses on digital storytelling in education, emphasizing the teachers’ needs for familiarization with the new technological conditions. A transmedia integration approach is deployed to make productive, blended learning values while utilizing the availability of tools and reusable media assets in a component-based software engineering kind of framework. The topic is inspired by social studies and humanities, which seem to be marginalized, usually failing to make effective technological facilities, benefits, and contemporary findings. It is, therefore, necessary to modernize the approach to literary things and integrate digital means into the educational process, even in cases where a sole educator on humanities and social studies lacks multidisciplinary support in multimedia authoring and software engineering. This modernization can be made possible by introducing user-friendly tools into the process, representing not just a fashion of the time but mostly a renewal trend, aiming at revitalizing the course to attract and engage learners. Undoubtedly, today’s pupils have grown up with technological means, becoming familiar with their use so their implication causes undiminished interest in most daily activities, including schooling. In this high-tech generation, it is absurd to address the transmission of knowledge and values in outdated ways. Apart from adapting to the timely students’ needs, lesson plans on transmedia storytelling practices can also satisfy tutors, triggering their inspiration and co-creation potentials. Overall, the project aims to attract the trainees’ interest with the help of digital tools, which will be embodied in the educational processes by teachers without technical know-how, while continuously adapting to the audience’s needs. Research hypothesis and questions are formed as part of the deployed human-centered interactive design, aiming at modeling best practices for teaching classical topics, such as the “Odyssey”. Full article
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45 pages, 1541 KiB  
Article
Media Trends and Prospects in Educational Activities and Techniques for Online Learning and Teaching through Television Content: Technological and Digital Socio-Cultural Environment, Generations, and Audiovisual Media Communications in Education
by Constantinos Nicolaou
Educ. Sci. 2021, 11(11), 685; https://doi.org/10.3390/educsci11110685 - 27 Oct 2021
Cited by 42 | Viewed by 10224
Abstract
The purpose of this article is to provide information and data that will contribute to the enhancement of teaching methodologies for online learning and teaching at all educational levels and disciplines (including adult education). More specifically, it attempts to shed light on media [...] Read more.
The purpose of this article is to provide information and data that will contribute to the enhancement of teaching methodologies for online learning and teaching at all educational levels and disciplines (including adult education). More specifically, it attempts to shed light on media trends and prospects as educational activities and techniques, as well as on the utmost importance of the use of television content as audiovisual educational content. This venture focuses on the cases of Cyprus and Greece following literature materials and reviews, research results, and findings of previous numerous studies and research papers from and through the Internet that were considered as background. The aforementioned were applied in a pilot case study with adult educators as adult learners (18 years and older), providing literature data and historical elements as a source of further study. The findings from the pilot case study revealed that the television content can also shape (adult) learners’ perceptions on how they understand and learn in an online environment in regard to the generational cohort they belong. Furthermore, the results disclosed that an online educational process utilizing audiovisual media technologies and audiovisual content (audiovisual media communications) may support technology-enhanced learning through non-verbal communication in the new streamlined digital era in which we live. An important conclusion of this article is that the (inter)national genealogical characteristics and habits, the inherent and special characteristics, and the socio-cultural identity of learners, as well as the various (inter)national social-phenomena (e.g., media socio-phenomenon, Internet phenomenon, revival phenomenon, etc.) of the past and present, should always be taken into account by education administrators and educators, in order to maintain a quality and sustainable future education. Full article
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6 pages, 535 KiB  
Commentary
What Do You Meme, Professor? An Experiment Using “Memes” in Pharmacy Education
by Joshua D. Brown
Pharmacy 2020, 8(4), 202; https://doi.org/10.3390/pharmacy8040202 - 29 Oct 2020
Cited by 15 | Viewed by 15242
Abstract
Memes are social or cultural constructs and ideas dispersed from person to person. The modern definition of memes applies to images, photographs, or videos shared on digital platforms juxtaposed with text that utilizes the emotion, meaning, or joke behind the original “meme” to [...] Read more.
Memes are social or cultural constructs and ideas dispersed from person to person. The modern definition of memes applies to images, photographs, or videos shared on digital platforms juxtaposed with text that utilizes the emotion, meaning, or joke behind the original “meme” to communicate the author’s message. Younger generations of learners are more prone to utilize digital and social media to distribute and consume information and use of these platforms has increased in modern classrooms. However, there are few examples of using memes for educational purposes, including student-generated content, and no known examples in pharmacy education. This commentary introduces the concept of a meme and describes an attempt to incorporate a student-generated meme assignment in a pharmacy course. Experiences and lessons learned are discussed as words of caution in incorporating and evaluating memes or other informal communication tools for educational purposes. Full article
(This article belongs to the Section Pharmacy Education and Student/Practitioner Training)
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23 pages, 1656 KiB  
Article
Using the Learner-Generated Digital Media (LGDM) Framework in Tertiary Science Education: A Pilot Study
by Jorge Reyna and Peter Meier
Educ. Sci. 2018, 8(3), 106; https://doi.org/10.3390/educsci8030106 - 24 Jul 2018
Cited by 25 | Viewed by 8120
Abstract
Learner-Generated Digital Media (LGDM) has become prevalent in higher education. Frameworks have been developed for video-making in the classroom that consider technical requirements, pedagogies, and the combination of both. However, missing is a practical model to guide academics and students on the implementation [...] Read more.
Learner-Generated Digital Media (LGDM) has become prevalent in higher education. Frameworks have been developed for video-making in the classroom that consider technical requirements, pedagogies, and the combination of both. However, missing is a practical model to guide academics and students on the implementation of LGDM assignments. This research aims to test a model to design, implement, and evaluate LGDM as an assessment tool. The model was built based on research gaps and it considers the following elements: (1) pedagogy, (2) student training, (3) hosting of videos, (4) marking schemes, (5) group contribution, (6) feedback, (7) reflection, and (8) evaluation. For this purpose, five science subjects (N = 270) were used to test the model as a guide to implementing LGDM assignments. Data was gathered using a validated 33-step questionnaire instrument. Additionally, group contributions were received using the SPARKPlus peer review application, and marks attained were gathered. Methodological triangulation of the datasets suggested that students have a positive attitude toward LGDM for science learning. Students enjoyed the group work and creativity, and they identified digital media support as a critical component of their learning experience. Preliminary data support using the LGDM framework to design digital media assignments for science education. Full article
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