ABSTRACT

This book offers a multimodal perspective on how to design meaningful learning experiences with digital technologies.

Digital education is of increasing importance in today’s digital society and the editors bring together international thought-leaders and well-established academics across geographical regions to explore the topic. The book addresses the need to design learning with digital technologies, especially in a post-pandemic environment where blended learning has become ubiquitous. The book is organised around five themes: designing learning, digital learning designs, digital learning with embodied teaching, digital learning interactions, and digital multimodal literacies. The chapters focus on digital technologies as multimodal semiotic resources and the educational implication of each theme is drawn out from illustrative cases across contexts of learning.

Essential reading for researchers and postgraduate students, this book offers state-of-the-art thinking on how educators can design new learning experiences for students through the meaningful and effective use of digital technologies.

Chapter 1 of this book is freely available as a downloadable Open Access PDF at https://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

part I|30 pages

Designing learning

chapter 2|11 pages

Designs for learning in the digital age

Towards a new understanding of knowledge representations and cultures of recognition in digitised learning environments

part II|66 pages

Digital learning designs

part III|68 pages

Digital learning with embodied teaching

chapter 6|23 pages

The repurposing of gaze in video-mediated spaces

Implications for designing learning

chapter 7|21 pages

Genre, pedagogy, and the multimodal design of online teaching videos

The case of English language teaching micro-lectures

chapter 8|22 pages

A multimodal analysis of phrasal verbs in OpenCourseWare lecture video clips

Insights for listening comprehension in English language teaching

part V|60 pages

Digital multimodal literacies

chapter 12|19 pages

Exploring the multimodal genre of online video game reviews

Research and pedagogical implications for ESP

chapter 14|19 pages

Tracing semiotic choices in “new writing”

The role of guidance in students' work with semiotic technologies