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Augmenting Learning Using Social Media

  • Kieron Sheehy
  • Rebecca Ferguson
  • Gill Clough
Chapter
  • 235 Downloads
Part of the Palgrave Macmillan’s Digital Education and Learning book series (DEAL)

Abstract

The last two chapters have explored ways in which learning can be augmented through the use of virtual worlds. Although such environments are widely used, particularly for gaming, their use is dwarfed by social media, which are now almost ubiquitous in many countries. Accessible through phones, tablets, games consoles, and computers, the 1.3 billion people who currently access Facebook and the 190 million people who access Twitter each month are never far from a portal to their online interaction. These social media facilitate conversations and the exchange of information, but the majority of postings could only be described as “learning” in the loosest sense of the word.

Keywords

Social Medium Informal Learning Dust Devil Twitter Account British Broadcasting Corporation 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Kieron Sheehy, Rebecca Ferguson, and Gill Clough 2014

Authors and Affiliations

  • Kieron Sheehy
  • Rebecca Ferguson
  • Gill Clough

There are no affiliations available

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