MirandaNet, one of the strongest and best-established online education communities, has at its core the use of digital technologies to enhance learning.
These observations on learning look at some of the ways in which the affordances of technology are shaping the lives and work of young people.
- …to develop the Computing and presentation skills of FE students with learning difficulties and disabilities (LLDD students), aged 18 to 24 years, and of their Learning Assistants
Lawrence Williams, Lloyd Mead, Beth Mead
“Literacy from Scratch” is an international classroom project designed to develop computer coding skills (now a part of the new “Computing” curriculum in England) alongside literacy development, using the MIT visual coding language, Scratch. This project has now been ex-tended upwards from ages 5 to 14, to include ... Read More ...
The last decade has seen an increased interest in Digital Game Based Learning (DGBL), which has been suggested as an effective way to engage and motivate young learners. In this research, DGBL was introduced to learners in year 1 in order to increase engagement and motivation levels. It was conducted in a state Primary school located within the East Midlands region. With researches and studies defining today’s learners as a ‘net generation’ and ‘twist-speed generation’. Digital games have become an ... Read More ...
The impact of ICT on the way that young people work and learn
Longitudinal research into patterns of computer use with students aged 11-19 over a period of six years has identified significant shifts in ways of thinking, working and learning. This paper outlines the findings of the research and identifies its implications for education. Of particular significance are the ways in which the learning strategies shaped by the use of computers impact on overall student learning styles. These are often ... Read More ...