Sandra Schamroth Abrams

ORCID: 0000-0003-0535-9170
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About
Contact & Profiles
Research Areas
  • Literacy, Media, and Education
  • Educational Games and Gamification
  • Digital Games and Media
  • Child Development and Digital Technology
  • Impact of Technology on Adolescents
  • Reflective Practices in Education
  • Digital Storytelling and Education
  • Education and Critical Thinking Development
  • Online and Blended Learning
  • Teaching and Learning Programming
  • Innovative Teaching and Learning Methods
  • Teacher Education and Leadership Studies
  • Early Childhood Education and Development
  • Participatory Visual Research Methods
  • Education and Technology Integration
  • EFL/ESL Teaching and Learning
  • Digital Communication and Language
  • Educational Methods and Media Use
  • Innovative Education and Learning Practices
  • Second Language Learning and Teaching
  • Gender and Technology in Education
  • Discourse Analysis in Language Studies
  • Posthumanist Ethics and Activism
  • Qualitative Research Methods and Applications
  • Writing and Handwriting Education

University of South Africa
2023-2025

University of Sheffield
2024

Salisbury University
2022-2023

St. John's University
2010-2022

Aalborg University
2022

Syracuse University
2016

St. John's University
2014

St. Johns Hospital
2014

10.1002/jaal.315 article EN Journal of Adolescent & Adult Literacy 2014-05-27

In the domain of research, where stories unfold,There's autoethnography, a tale to be told.Traditionally, qualitative approach, both personal and wide,Weaving lives meanings, cultural guide.Bochner Ellis promoted autoethnographic scene,Where layers consciousness seem intervene.Offering in their 2016 Evocative AutoethnographyA genre that links self society.First-person prose, varied forms it appears,Short stories, poetry, sparking emotions tears.Novels essays, with photographs...

10.59455/jomes.2024.9.4 article EN Journal of Mixed Methods Studies 2024-06-27

In this reflective article, we—Tony and Sandra—delve into our personal collaborative journey exploring theintegration of critical dialectical pluralism (CDP) with Tony's call for mixed methods researchers to movetowards the radical middle, a that has led us develop what we now refer as integrated methodsautoethnography. From its inception CDP 1.0 through evolved, more enriched form 2.0, havewitnessed nurtured growth methodology not only champions rigorous research practices, but alsodeeply...

10.59455/jomes.2024.9.5 article EN Journal of Mixed Methods Studies 2024-06-27

Abstract When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies learning environments. Technological changes have brought about new spaces what students learn through their video gaming experiences seems important academic implications applications. This article presents data from three case studies academically struggling 11th‐grade male gamers, revealing affordances participants' game playing; developed a...

10.1080/09523980903387480 article FR Educational Media International 2009-12-01

In the context of studying human beings, at macro level, assessment is process documenting, analyzing, and interpreting empirical data to provide evidence regarding an observable entity concerning humans that emerges cognitively, affectively, physically, metaphysically, and/or spiritually, which internal or external person group being observed. this article, we argue does not belong exclusively either qualitative quantitative research tradition; rather, it central both traditions, as well...

10.46425/cjed301036609 article EN 2024-10-01

This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through connected learning frame by examining influence that COTS have on transforming students' literacy in-school. However, it must be noted is about more than bridging in- and out-of-school literacies; concerns developing deeper understanding meaning today's multimediated world, ways these experiences are not only to media, but traditional texts, peers, guiding...

10.1080/09523987.2014.889402 article EN Educational Media International 2014-01-02

Purpose The purpose of this paper is to explore the issue access digital technology by using lens accessibility as set forth Rehabilitation Act 1973 and American Disabilities (ADA) 1990. More specifically, focuses on gamification, considers needs all learners, including those who identify disabled, raises important inquiries about equity technological instructional materials. Design/methodology/approach Juxtaposing Kapp’s (2012) nine elements gamification with aspects accessibility,...

10.1108/ijilt-06-2018-0061 article EN International Journal of Information and Learning Technology 2019-03-13

This article is dedicated to the late Michael D. Fetters—a giant in world of mixed methods research, an exceptional researcher and scholar, a professor family medicine, caring beloved physician, lifelong learner, colleague, mentor, steadfast advocate, son, sibling, husband, father, and, above all, dear friend everyone who knew him. Inspired by Professor Fetters’s innovation, we offer expanded definition autoethnography through formal introduction 10 dimensions autoethnography, as well debut...

10.1177/15586898241258803 article EN Journal of Mixed Methods Research 2024-06-07

Abstract This article explores how adolescents layer literacies in and outside school. Findings from a longitudinal study of gaming public library, as well data related to the use Portal 2 New York City middle school classroom, reveal students created, showcased, analyzed, experimented with online offline artifacts knowledge. By examining ways youths collaboratively independently moved about their various practices, authors not only address characteristics contemporary learning but also call...

10.1002/jaal.447 article EN Journal of Adolescent & Adult Literacy 2015-06-26

The language teens use in digital spaces—from social network posts to instant message chats text messages—often does not adhere Standard Written English (SWE). Their writing involves a combination of written and conversational languages often has thumbprint that distinguishes the writer. As means understand this digitalk, we conducted mixed method study only examines conventions but also explores impetus behind teens’ choices. Over course 2 years three rounds data collection, investigated 81...

10.1177/1086296x14534061 article EN Journal of Literacy Research 2014-05-26

Abstract This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have Teach Us About Learning and Literacy . book, foundational text for those working in game studies, literacy education, identified 36 principles ‘good learning’ which he argued were built into design good games, have since been used unsettle landscape formal education. brings together 21 short theoretical empirical contributions centre postdigital perspectives re-engage with, extend,...

10.1007/s42438-024-00510-3 article EN cc-by Postdigital Science and Education 2024-10-22

Background Focusing on ways a common endeavor brings people together, Gee offered the concept of affinity spaces, which suggests that open participation without exclusion or membership is possible. This theory contrasts with Lave and Wenger's communities practice, called attention to situated, hierarchical participatory practices. Bridging these two theories, we look discussions Discourses specialist language behavior highlight how doing–being–valuing combinations situate within particular...

10.1177/016146811711901101 article EN Teachers College Record The Voice of Scholarship in Education 2017-11-01

By looking more closely at the videogame feedback model, authors uncover authentic forms of assessment that can inform student learning.

10.58680/ej201324251 article EN The English Journal 2013-09-01

Background Research into digital practices and cultures repeatedly calls attention to the complexity of communication spaces meaning-making practices. With blurring boundaries between online offline, these entangled involve interweaving human, material, semiotic, discursive Purpose This introductory article builds on theoretical work by Huizinga Appadurai presents concept playscapes help situate overall collection articles in this special issue, Virtual Convergence: Synergies Worlds...

10.1177/016146811711901208 article EN Teachers College Record The Voice of Scholarship in Education 2017-11-01

Purpose In this child–parent research study, three adolescents theorize their meaning-making experiences while engaged in exclusive online learning during a three-month stay-at-home mandate. The purpose of study is to highlight youth-created understandings about literacy practices COVID-19 order expand possibilities for youth-generated theory. Design/methodology/approach This builds upon critical dialectical pluralist (CDP) methodology, which participatory method that looks privilege the...

10.1108/etpc-07-2020-0073 article EN English Teaching Practice & Critique 2021-01-19
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