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.
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© 2014 Kieron Sheehy, Rebecca Ferguson, and Gill Clough
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Sheehy, K., Ferguson, R., Clough, G. (2014). Augmenting Learning Using Social Media. In: Augmented Education. Palgrave Macmillan’s Digital Education and Learning. Palgrave Macmillan, New York. https://doi.org/10.1057/9781137335814_6
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DOI: https://doi.org/10.1057/9781137335814_6
Publisher Name: Palgrave Macmillan, New York
Print ISBN: 978-1-349-46539-2
Online ISBN: 978-1-137-33581-4
eBook Packages: Palgrave Education CollectionEducation (R0)