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Kim, Mi Song; Meng, Xing; Kim, Mihyun – Interactive Learning Environments, 2023
Much attention has been paid to the introduction of a culturally responsive curriculum in early childhood education in our increasingly globalized society to support young children of diverse cultural and linguistic (CLD) backgrounds. With the rise of twenty-first century concepts of what literacy means in the digital age, traditional literacy…
Descriptors: Technology Uses in Education, Technology Integration, Multiple Literacies, Literacy Education
Yuan Li – Interactive Learning Environments, 2024
The aim of this paper is to determine both the influence of musical compositions' genres on the students' musical literacy formed using artificial intelligence technologies and the musical literacy skills among music and non-music major students. Accordingly, the method of analysis was used to identify the most common musical genres in the Chinese…
Descriptors: Music Education, Majors (Students), Nonmajors, Folk Culture
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Nedungadi, Prema; Devenport, Kathryn; Sutcliffe, Rita; Raman, Raghu – Interactive Learning Environments, 2023
The adult learning ecology has expanded to include digital access, requiring enhancement of theories in the specific context of low-literate learners who may not have previously benefited from educational technology. The Digital Learning Ecology (DLE) framework identifies the three dimensions of context, design, and motivation, considering…
Descriptors: Adult Learning, Adult Literacy, Cognitive Processes, Multimedia Instruction
Schwartz, Lisa H. – Interactive Learning Environments, 2015
Youths' learner-generated designs, instantiated in digital practices, spaces and artifacts, are underutilized in schools. Additionally, digital media tools are often taken up in reductive ways that serve to perpetuate deficit discourses for youth from nondominant communities, rather than reflect the creativity and innovation that youth practice…
Descriptors: Cultural Background, Multiple Literacies, Literacy, High School Students

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