The 2021 Suez Blockage may have been a disaster for global trade, yet it also provides for a splendid case study of digital literacies. This article analyzes how online groups implement their own literacies into memes related to the event.
Through gamification it is possible to work on a more engaging way of learning and to truly let learners use their creative potential. Nevertheless, we should keep in mind that using gamification is highly contextualized.
Conlangs are getting more popular, especially because of the popularity of series like Game of Thrones. In shows, constructed languages are an important factor to create a storyworld. But fans speak conlangs also in reallife communities.
Autocorrect should be seen as a double-edged sword. On the one hand, it is perceived as empowering since it positively influences users' productivity. On the other, it decreases students' motivation to learn grammar.
Blinkist is an app developed by a software company in Berlin. According to its marketing campaign, it “makes reading books realistic again”. But what kind of reading does it facilitate? I tried the app for a week.
This article operationalizes the concept of ‘digital agreements’ and connects it to widespread problem of ‘intentional illiteracy’; which can be defined as users' neglect in reading electronic legal documents.