2019
DOI: 10.3916/c58-2019-01
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Designing for deep learning in the context of digital and social media

Abstract: There is today a great deal of controversy over digital and social media. Even leaders in the tech industry are beginning to decry the time young people spend on smartphones and social networks. Recently, the World Health Organization proposed adding “gaming disorder” to its official list of diseases, defining it as a pattern of gaming behavior so severe that it takes “precedence over other life interests”. At the same time, many others have celebrated the positive properties of video games, social media, and … Show more

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Cited by 26 publications
(16 citation statements)
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“…The term participatory culture [11,12,17,19], as an object of study, is not strictly linked to the study of how digital devices can improve learning processes, but rather to the analysis of new cultural forms of media convergence, production and participation, as well as forms of social organization and social change [4]. These subjects appear in informal spheres, and can teach us how learning can be improved both inside and outside of formal contexts, as well as in the transformation of society in general [14].…”
Section: Discussionmentioning
confidence: 99%
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“…The term participatory culture [11,12,17,19], as an object of study, is not strictly linked to the study of how digital devices can improve learning processes, but rather to the analysis of new cultural forms of media convergence, production and participation, as well as forms of social organization and social change [4]. These subjects appear in informal spheres, and can teach us how learning can be improved both inside and outside of formal contexts, as well as in the transformation of society in general [14].…”
Section: Discussionmentioning
confidence: 99%
“…In recent decades, digital media has facilitated the emergence of new ways of creating, sharing and organizing knowledge, often unknown of and ignored by schools and the formal contexts of teaching and learning [1][2][3][4][5][6]. Many of these digital practices revolve around popular youth culture, and take the form of affiliations in online communities such as Facebook, expressions such as creating videos, multimodal and transmedial forms of writing, collaborative problem-solving to complete tasks-including certain collaborative video games-or developing new shared knowledge, such as Wikipedia, as well as the dissemination of content in a blog, etc.…”
Section: Introductionmentioning
confidence: 99%
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“…In recent decades, the impact information and communication technologies have on the transformation of both learning processes and educational practices has been documented (Jenkins, 2009;Coll, 2013;González-Patiño and Esteban-Guitart, 2014;Bender and Peppler, 2019;Gee and Esteban-Guitart, 2019). In particular, recently, different studies have documented the impact of remote education, as well as the emergence of hybrid models (online-offline), on educational inequalities, as well as teaching and learning processes (Arora and Srinivasan, 2020;Iglesias et al, 2020;Jena, 2020;Paudel, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…It is in this sense that education for cultural sustainability involves going beyond mere tolerance or recognition of the cultural fact. It also entails, from the perspective of funds of identity, incorporating the voices of learners through artifacts created by them that allow the objectives, subjects and curricular content to be contextualized and personalized [27][28][29]. This, in addition, could facilitate processes of transcultural or hybrid construction that broaden the repertoires of significance and meaning, often reduced in school practice and activity [30,31].…”
Section: Discussionmentioning
confidence: 99%