Advertisement

On Methodology and the Educational Sciences—Reflections on the ViLS Contributions

  • Ylva LindbergEmail author
Chapter

Abstract

The contributions in the ViLS volume approach languaging practices in various media and through different analytical lenses. The chapter’s reflections on the research studies’ different approaches and designs serve the purpose of deepening understandings of the main interrogations cutting through the volume and how the studies are linked. In addition, the knowledge construction regarding how digital tools contribute to changed perspectives in the fields of language, literature, and literacy studies is discussed. Three strands are explored as federating: firstly, how human doings with digital tools impact on ways humans learn and on how research in education transforms scopes and methods accordingly; secondly, how research on virtual sites supports innovative teaching and learning in language, literacy, and literature; and thirdly, how transformed identities in analogue-digital settings have implications for learning as well as for research. The last part discusses specifically the challenges for educational research in media-dense landscapes where languaging processes are simultaneous, multi-layered, parallel, and intertwined.

Keywords

Virtual learning sites Digital tools Language Literacy Literature 

References

  1. Bolter, J. D., & Grusin, R. (1999). Remediation: Understanding New Media. Cambridge, MA: MIT Press.Google Scholar
  2. Castells, M. (1996). The Information Age: Economy, Society and Culture. Vol. 1 The Rise of the Network Society/Manuel Castells. Malden, MA: Blackwell.Google Scholar
  3. Castells, M. (1997). The Information Age: Economy, Society and Culture. Vol. 2 The Power of Identity. Malden, MA: Blackwell.Google Scholar
  4. Castells, M. (1998). The Information Age: Economy, Society and Culture. Vol. 3 End of Millennium. Malden, MA: Blackwell.Google Scholar
  5. Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press.Google Scholar
  6. Davidsson, P., & Thoresson, A. (2017). Svenskarna och internet 2017. Internetstiftelsen i Sverige, IIS. Retrieved May 14, 2019, from https://internetstiftelsen.se/docs/Svenskarna_och_internet_2017.pdf
  7. Gibson, W. (1984). Neuromancer. New York: Ace Book. Retrieved May 20, 2019, from https://archive.org/stream/NeuromancerWilliamGibson/Neuromancer%20-%20William%20Gibson_djvu.txt
  8. Hatavara, M. (2015). Documenting Everyday Life. Mind Representation in the Web Exhibition. In M. Hyvärinen, M. Mäkelä, F. Mäyrä, & M. Hatavara (Eds.), Narrative Theory, Literature, and New Media: Narrative Minds and Virtual Worlds (pp. 278–294). New York: Routledge.CrossRefGoogle Scholar
  9. Heath Brice, S. (1983). Ways with Words: Language, Life, and Work in Communities and Classrooms. Cambridge: Cambridge University Press.CrossRefGoogle Scholar
  10. Heim, M. (1987). Electric Language: A Philosophical Study of Word Processing. New Haven: Yale University Press.Google Scholar
  11. Heim, M. (1993). The Metaphysics of Virtual Reality. New York: Oxford University Press.Google Scholar
  12. Heim, M. (1998). Virtual Realism. New York: Oxford University Press.Google Scholar
  13. Internet Society. (2017). 2017 Internet Society Global Internet Report. Retrieved May 14, 2019, from https://future.internetsociety.org
  14. Lindberg, Y. (2013). De la Belle époque à Second Life. EPU (Cyper).Google Scholar
  15. McLuhan, M. (2003 [1964]). Understanding Media: The Extensions of Man. Critical ed. Corte Madera, CA: Gingko Press.Google Scholar
  16. Meadows, M. S. (2008). I, Avatar: The Culture and Consequences of Having a Second Life. Indianapolis, IN: New Riders.Google Scholar
  17. Merleau-Ponty, M. (1967). Phénoménologie de la perception. Paris: Gallimard.Google Scholar
  18. Murata, J. (2003). Creativity of Technology. An Origin of Modernity. In J. Misa Thomas, P. Brey, & A. Feenberg (Eds.), Modernity and Technology [Elektronisk resurs] (pp. 227–256). Cambridge, MA: MIT Press.Google Scholar
  19. SKL, Sveriges kommuner och landsting. (2019). Nationell handlingsplan för digitalisering av skolväsendet.: #skolDigiplan. (2019). Stockholm: Sveriges kommuner och landsting. Retrieved May 19, 2019, from https://webbutik.skl.se/sv/artiklar/nationell-handlingsplan-for-digitalisering-av-skolvasendet.html
  20. Toffler, A. (1980). The Third Wave. London: Collins.Google Scholar
  21. Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.Google Scholar
  22. Warschauer, M. (2002). Reconceptualizing the Digital Divide. First Monday 7(7). Retrieved May 14, 2019, from https://firstmonday.org
  23. Warschauer, M., & Matuchniak, T. (2010, March). New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes. Review of Research in Education, 34, 179–225.CrossRefGoogle Scholar
  24. Zhai, P. (1998). Get Real: A Philosophical Adventure in Virtual Reality. Lanham, MD: Rowman & Littlefield.Google Scholar

Copyright information

© The Author(s) 2019

Authors and Affiliations

  1. 1.School of Education and CommunicationJönköping UniversityJönköpingSweden

Personalised recommendations