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Toncic, Jason – E-Learning and Digital Media, 2020
This exploratory sociolinguistic study examined D/discourses and writing modes in a Grade 10 English literature classroom wherein students answered literature-based questions by means of both traditional and new literacies approaches. Studies conducted at the intersection of classroom instruction and online affinity spaces are still surprisingly…
Descriptors: High School Students, Grade 10, Sociolinguistics, Discourse Analysis
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Dela Rosa, John Paul Obillos – Journal on English Language Teaching, 2017
The 21st century educational platform clamors for the affordance of learner autonomy and empowerment more than control and coercion. This study, therefore considers the reading preferences, motivations, issues, and other factors that govern the choice of literary texts from the perspectives of students towards designing a relevant literature…
Descriptors: Program Design, Age Groups, English (Second Language), Second Language Learning
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Malsbary, Christine Brigid; Espinoza, Samantha; Bales, Lisa – Pedagogies: An International Journal, 2016
In usual understandings of learning, youths' development in classrooms is portrayed as a move from being a novice to an expert. However, findings of the present anthropologically framed study support us to argue that learning, rather, can be characterized as youths' simultaneous occupation of novice and expert roles. We refer to this simultaneous…
Descriptors: Cooperative Learning, Grouping (Instructional Purposes), Student Diversity, High School Students
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature