This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer…
E-Learning and Digital Media Template
Write in a clean editor, then format for E-Learning and Digital Media in one click — DocuGuru applies the official SAGE template with author–year references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the E-Learning and Digital Media format
E-Learning and Digital Media is a peer-reviewed journal published by SAGE, covering Online and Blended Learning, Literacy, Media, and Education, Innovative Teaching and Learning Methods.
| Publisher | SAGE |
|---|---|
| Reference style | Author–year (Harvard) Author–year — (Smith, 2023) in the text Smith, A., Jones, B. and Lee, C. (2023) 'A representative article title', E-Learning and Digital Media, 12(3), pp. 45–58.
Formats any DOI in E-Learning and Digital Media style. No sign-up. |
| Publishes research in | Online and Blended Learning Literacy, Media, and Education Innovative Teaching and Learning Methods Impact of Technology on Adolescents Digital Games and Media |
| ISSN | 2042-7530 |
| Citation impact (2-yr) | 2.16 |
| h-index | 56 |
| i10-index | 349 |
| Total citations | 16,403 |
| Top institutions publishing here | University of Illinois Urbana-Champaign |
| Journal website | us.sagepub.com |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in E-Learning and Digital Media per year
Citation impact of E-Learning and Digital Media by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in E-Learning and Digital Media
In the 21st century, the information and communication technology explosion increases the uses of digital devices for many purposes in the world of work and in formal and non-formal education. This study analyzes existing literature on the basis of the definition of the concepts, terminology used, differences, fundamental perspectives, benefits, disadvantages, and finally the similarities…
Although the term ‘blended learning’ is widely used, this article argues against it. Two arguments are advanced. The first is primarily philosophical, although it has several pragmatic implications. It proposes that ‘blending’ either relies on the idea of dichotomies which are suspect within the context of learning with technology or else becomes ineffective as a…
When Chris Dede from Harvard University visited the University of Illinois to deliver an address at the inauguration of the Ubiquitous Learning Institute [1] on 7 April 2010 [2], given that Dr Dede was a member of the National Education Technology Plan technical working group [3], we took the opportunity to plan a special issue…
This article draws on constructs in second-language acquisition, literacy, cultural, and media studies as theoretical bases for examining how networked technologies and fan culture provide a young English language learner (ELL) with a site for developing her English language and writing skills. During this process, she also develops an online identity as a popular, multiliterate…