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Article
Publication date: 19 January 2021

Mary Beth Schaefer, Sandra Schamroth Abrams, Molly Kurpis, Charlotte Abrams and Madeline Abrams

In this child–parent research study, three adolescents theorize their meaning-making experiences while engaged in exclusive online learning during a three-month stay-at-home…

Abstract

Purpose

In this child–parent research study, three adolescents theorize their meaning-making experiences while engaged in exclusive online learning during a three-month stay-at-home mandate. The purpose of this study is to highlight youth-created understandings about their literacy practices during COVID-19 in order to expand possibilities for youth-generated theory.

Design/methodology/approach

This child–parent research builds upon a critical dialectical pluralist (CDP) methodology, which is a participatory research method that looks to privilege the child as a co-researcher at every stage of the inquiry. In this research study, the adolescents work together to explore what it means to create and learn alone and then with others via virtual platforms. Research team discussions initially were scaffolded by the parent–researchers, and the adolescents developed their analyses individually and together, and their words and insights situate the findings and conclusions.

Findings

The musical form of a motet provides a metaphor that three adolescents used to theorize their meaning-making experiences during the stay-at-home order. The adolescents determined that time, frustration, and space were overarching themes that captured the essence of working alone, and then together, in messy, orchestrated online ensembles.

Originality/value

In this youth-centric research paper, three adolescents create understandings of their meaning-making experiences during the stay-at-home order and work together to determine personal and pedagogical implications.

Details

English Teaching: Practice & Critique, vol. 20 no. 2
Type: Research Article
ISSN: 1175-8708

Keywords

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Content available
Book part
Publication date: 22 April 2021

Sandra Schamroth Abrams and Hannah R. Gerber

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Article
Publication date: 13 March 2019

Keyonda Smith and Sandra Schamroth Abrams

The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the…

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Abstract

Purpose

The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the American Disabilities Act (ADA) of 1990. More specifically, this paper focuses on gamification, considers the needs of all learners, including those who identify as disabled, and raises important inquiries about equity and access to technological instructional materials.

Design/methodology/approach

Juxtaposing Kapp’s (2012) nine elements of gamification with aspects of accessibility, this paper conceptualizes the challenges and possibilities associated with gamified instructional approaches.

Findings

This paper examines gamification in light of potential barriers that exist as disabled learners navigate online courses that include one or more of the following aspects of gamification – game-based, mechanics, aesthetics, game-thinking, engage, people, motivate action, promote learning, and solve problems. Notably, online courses enhanced with gamification elements present potential access barriers and challenges to learners who identify with auditory, cognitive, neurological, physical, speech, or visual disabilities.

Research limitations/implications

This paper initiates an important discussion, and as such, it incepts additional investigations into supporting differently abled learners.

Practical implications

By examining gamification through the lens of accessibility, this paper contributes yet another perspective of teaching, learning, and instructional design.

Originality/value

In addition to socio-economic factors that may preclude one from engaging in a digital play, there is a larger question of how, if at all, gamification is accessible to learners with auditory, cognitive, neurological, physical, speech, or visual disabilities or impairments. This paper raises important questions for educators, education researchers, and game and instructional designers alike to ensure ubiquitous access to gamified digital materials in general, and online, gamified materials in particular.

Details

The International Journal of Information and Learning Technology, vol. 36 no. 2
Type: Research Article
ISSN: 2056-4880

Keywords

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

1 – 10 of 16