Abstract
The study explores the impact of emerging technologies—Virtual Reality (VR), Augmented Reality (AR), and the Metaverse—on immersive literacy within news media organizations. Through a qualitative case study approach, the research investigates how these technologies transform immersive journalism, shifting audiences from passive consumers to active participants. Focusing on Generation Z, the study examines how immersive technologies enhance audience engagement, empathy, and comprehension of complex news stories. Key findings indicate that while these technologies offer significant opportunities for journalism, they also introduce challenges related to production costs, ethical considerations, and the need for new journalistic skills. The research highlights the evolving landscape of immersive literacy, emphasizing the need for media organizations to adapt their practices to effectively integrate these emerging tools. This study contributes to the understanding of the future of journalism in the digital age, particularly in fostering immersive literacy among younger audiences.
Keywords
Emerging Technologies, Immersive Literacy, Immersive Journalism, News Media Organizations
Introduction
The integration of emerging technologies such as VR, AR, and the Metaverse is significantly transforming journalism and news media. Immersive journalism and XR media are redefining the audience’s role from passive consumers to active participants. This research aims to investigate how these technologies impact immersive literacy in news media organizations and the necessary adaptations for enhancing audience engagement and understanding. The aim of the current research paper is to understand how new technologies enhance immersive literacy within journalism, to identify adaptations needed for media organizations to improve immersive literacy and to analyze the impact of immersive literacy on journalistic work and newsroom structures.
Literature Review
Immersive Literacy and Emerging Technologies
Immersive literacy encompasses the skills and knowledge required to navigate and critically engage with immersive media. As Steed et al. (2023) note, this literacy is shaped by users’ experiences with various virtual environments, which can range from simulations of familiar media forms to entirely novel digital experiences. The egocentric and all-encompassing nature of immersive media demands a higher level of user engagement, which can influence attitudes and behaviors. Furthermore, the rapid development of immersive platforms, which also serve as gatekeepers for content distribution, raises concerns about potential biases and the quality of information presented to users.
Immersive Journalism and Audience Engagement
Immersive journalism, as initially conceptualized by De la Peña et al. (2010), leverages VR and AR to create highly engaging, first-person experiences of news events. This approach has the potential to significantly enhance audience engagement by allowing users to “step inside” the story, thereby fostering a deeper connection with the content. Research by Bailey and Bailenson (2017) highlights how VR can produce heightened emotional responses, leading to greater empathy and understanding of complex social issues. For instance, VR experiences that place users in refugee camps or conflict zones have been shown to increase awareness and empathy towards the subjects of these stories. Steed, Pan, and Steptoe (2023) further expand on the concept of immersive literacy, which refers to the skills and knowledge required to effectively navigate and critically engage with immersive media. The authors argue that immersive literacy is distinct from traditional media literacy due to the egocentric and all-encompassing nature of immersive environments. This form of literacy demands a higher level of user engagement and the ability to critically assess the authenticity and accuracy of the immersive experiences presented.
Virtual Reality and Media Literacy
Virtual Reality (VR) plays a significant role in enhancing media literacy by offering immersive, interactive experiences that traditional media cannot match. VR allows audiences to engage deeply with news content, fostering a more profound understanding of complex issues. For example, VR-based journalism has been shown to enhance empathy and comprehension by placing users in environments that simulate real-world scenarios, such as refugee camps (Lee & Kang, 2024). However, VR also introduces challenges related to the timeliness and accuracy of news reporting, as the production cycles for immersive content are often longer than those for traditional media (He, 2023).
The potential of VR and AR to enhance media literacy has been widely recognized in the literature. According to Lee and Kang (2024), VR provides an unparalleled ability to immerse audiences in simulated environments, which can lead to a more profound understanding of news content. The authors cite examples such as VR-based journalism that places users in the midst of natural disasters or humanitarian crises, thereby offering a more visceral understanding of the events. This immersive experience can bridge the gap between abstract news reports and the lived realities of those affected by such events. However, the integration of VR and AR into journalism also presents significant challenges. Mendonça, Boté-Vericad, and Carvalho (2024) discuss the high production costs associated with creating high-quality immersive content, which can be a barrier to widespread adoption in newsrooms. Additionally, they note that the technical expertise required to produce and distribute VR and AR content is another limiting factor, particularly for smaller news organizations with limited resources.
The Metaverse and Its Implications for Journalism
The Metaverse represents an advanced stage in the evolution of immersive technologies, offering a shared virtual space where users can interact, create, and consume content. In the context of journalism, the Metaverse allows for unprecedented levels of audience participation, transforming users from passive recipients to active participants in the news-making process (Stanescu, 2022). This shift has significant implications for how news is produced and consumed, particularly concerning the verification of facts and the potential for the spread of misinformation. As Pavlik (2024) highlights, the user-generated nature of the Metaverse demands new journalistic skills and ethical standards to ensure the accuracy and credibility of news within these virtual spaces.
Generation Z and Immersive Literacy
Generation Z, born into a digital world, is particularly relevant in discussions of immersive literacy and journalism. Herrera Damas and Benítez de Gracia (2022) emphasize that this generation’s media consumption habits are shaped by their preference for immersive and interactive experiences. Platforms like Roblox, Fortnite, and other virtual environments are popular among Generation Z, offering a glimpse into the future of news consumption. As Dagostino (2022) notes, this generation’s familiarity with digital and immersive technologies positions them as key consumers of immersive journalism, making it crucial for news organizations to develop strategies that cater to their unique preferences. Francis and Hoefel (2018) describe Generation Z as “True Gen,” a cohort that values authenticity, transparency, and immersive experiences. Their research suggests that Generation Z is more likely to engage with news content that allows for interaction and participation, rather than passive consumption. This trend underscores the importance of developing immersive literacy among younger audiences to ensure they can critically engage with and interpret news in these emerging formats.
Challenges and Ethical Considerations
The ethical implications of immersive journalism have been a critical area of discussion. Aitamurto (2019) explores the normative paradoxes inherent in 360° journalism, where the pursuit of immersive and engaging content can sometimes conflict with traditional journalistic values like accuracy, fairness, and objectivity. The author argues that the immersive nature of VR and AR can blur the line between reality and fiction, raising concerns about the potential for misinformation and the manipulation of audience perceptions. He (2023) further examines the ethical challenges posed by immersive news reporting, particularly in maintaining accuracy and objectivity within virtual environments. The author highlights the risk of immersive experiences being used to manipulate emotions or present biased perspectives, which could undermine the credibility of journalism. To address these concerns, He (2023) calls for the development of new ethical guidelines and standards specifically tailored to the unique characteristics of immersive media.
Pavlik (2024) extends this discussion to the Metaverse, a shared virtual space where users can interact, create, and consume content. The Metaverse represents a new frontier in immersive journalism, offering unprecedented opportunities for audience participation and engagement. However, Pavlik (2024) also warns of the challenges associated with user-generated content within the Metaverse, which can complicate the verification of facts and the prevention of misinformation. The decentralized and often anonymous nature of content creation in the Metaverse poses significant challenges for journalists who must navigate these complexities while maintaining their commitment to accuracy and ethical reporting. The integration of VR, AR, and the Metaverse into journalism is not without challenges. The high costs of production, the need for compatible devices, and the technical expertise required are significant barriers to widespread adoption (Mendonça et al., 2024). Additionally, the immersive nature of these technologies can blur the line between reality and fiction, raising ethical concerns about the potential for misinformation and the emotional impact on audiences. The emotional intensity of immersive experiences demands a careful balance between innovation and the ethical responsibilities of journalists to maintain accuracy, fairness, and objectivity in reporting (Pavlik, 2024; He, 2023).
Considerations
The advent of VR, AR, and the Metaverse in journalism is reshaping the landscape of news consumption and immersive literacy. While these technologies offer substantial opportunities for enhancing audience engagement and understanding, they also present significant challenges that require careful navigation. As news media organizations continue to explore and integrate these tools, further research is needed to understand their long-term impact on journalism and to develop strategies for fostering immersive literacy, particularly among Generation Z. The future of journalism in the digital age hinges on the ability of media organizations to ethically and effectively harness these technologies, ensuring that the pursuit of innovation upholds the integrity of news reporting.
Methodology
This study employs a qualitative research design, specifically utilizing a case study approach to explore the integration of emerging technologies—Virtual Reality (VR), Augmented Reality (AR), and the Metaverse—into news media organizations. The case study method is chosen for its ability to provide detailed and contextualized insights into the processes and impacts of these technologies within real-life settings. This approach is particularly suitable for examining the complexities of how immersive technologies are transforming journalism and influencing immersive literacy. The research focuses on a purposive selection of case studies from news media organizations that have actively integrated VR, AR, and the Metaverse into their journalistic practices. The selected case studies will include organizations that are recognized as pioneers or leaders in the adoption of these technologies. The selection criteria include the extent of technology integration, the innovative use of immersive tools, and the impact on audience engagement and immersive literacy.
Data collection will be conducted through an in-depth analysis of publicly available documents and content produced by the selected news media organizations. The study will analyze internal reports, strategic plans, press releases, and other publicly available documents from the selected organizations. This analysis will focus on understanding the motivations, strategies, and outcomes associated with the integration of VR, AR, and the Metaverse. The research will involve a detailed examination of the immersive content produced by these organizations. This includes VR and AR news stories, Metaverse-based journalistic projects, and other related media outputs. The content analysis will focus on the narrative structures, technological features, and user engagement strategies employed in these productions. Each case study will be documented in detail, capturing the timeline of technology adoption, the types of content produced, and the observed impact on audiences and journalistic practices. This documentation will serve as the foundation for subsequent analysis and synthesis.
The data collected from the case studies will be analyzed using a holistic approach to identify patterns, trends, and key insights related to the integration of emerging technologies in journalism. The study will compare the integration processes, content strategies, and outcomes across the different case studies. This comparison will focus on identifying commonalities and differences in how VR, AR, and the Metaverse are utilized by various news media organizations. The findings from the document and content analysis will be synthesized into a coherent narrative for each case study. This narrative will highlight technological innovations, challenges encountered, and the impact on immersive literacy and audience engagement. After developing individual case narratives, a cross-case synthesis will be conducted to identify broader themes and insights. This synthesis will involve drawing connections between the different cases, allowing for a more comprehensive understanding of the implications of these technologies for news media organizations. The study will interpret the synthesized findings to explore the broader implications for immersive literacy and journalism. This will include examining how the integration of these technologies influences journalistic practices, newsroom structures, and audience interactions.
As this study involves the analysis of publicly available documents and content, ethical considerations are primarily focused on ensuring the integrity of the research process. The study will adhere to academic standards for the analysis and reporting of data, ensuring that all sources are appropriately cited and that the analysis is conducted in an unbiased manner. Confidentiality and privacy concerns are minimal due to the public nature of the data being analyzed. The case study approach, while providing in-depth insights, may present limitations in terms of generalizability. The findings of this study will be context-specific, reflecting the experiences of a limited number of organizations. However, the insights gained can offer valuable contributions to understanding the broader implications of emerging technologies in journalism. Future research with a larger sample size or using different methodologies could help validate and extend the findings of this study.
Research questions
- How does the integration of VR, AR, and the Metaverse within news media organizations influence audience engagement and immersive literacy?
- What challenges and ethical considerations do news media organizations face when adopting VR, AR, and the Metaverse in their journalistic practices, and how are these addressed?
Research Findings
The New York Times (NYT) has been at the forefront of experimenting with immersive technologies to redefine how news is consumed and understood. Their projects, such as “The Daily 360” and “NYT VR”, showcase the organization’s commitment to integrating VR and AR into journalism to enhance immersive literacy. “The Daily 360” was launched in collaboration with Samsung, this project provided daily 360-degree videos that allowed users to experience news stories in a more immersive environment. This initiative demonstrated NYT’s ability to combine the immediacy of news with the depth of immersive experiences, though it lacked interactivity. The project served as an experiment in how to balance the demands of timely reporting with the production of immersive content. The NYT VR app offered users experiences like “The Displaced,” which focused on the lives of immigrant children. This project was significant in fostering empathy by placing the audience in the middle of the narrative, making the users not just consumers but participants in the story. The use of VR in education, particularly the development of a curriculum guide for classrooms, highlighted NYT’s efforts to cultivate immersive literacy among younger audiences. The organization’s focus on spatial journalism also reflects a forward-thinking approach to exploring new storytelling formats, such as the use of volumetric video capture and spatial audio. NYT’s approach to immersive journalism has contributed significantly to the development of immersive literacy. By integrating immersive technologies into both news consumption and education, NYT has set a precedent for how these tools can be used to enhance audience engagement and understanding. The organization’s continuous experimentation with these technologies underscores its role as a leader in the field, although challenges such as the high production costs and the need for specialized equipment remain.
USA Today has strategically employed AR and VR to enhance storytelling, particularly in historical and significant contemporary events. Their projects, such as the “US Capitol Chaos AR Report” and “1619: Searching for Answers”, highlight the potential of these technologies to provide a more immersive and educational news experience. The “US Capitol Chaos AR Report”, is an AR project providing an interactive experience of the events that unfolded on January 6th, 2021, at the U.S. Capitol. By using AR, USA Today allowed users to virtually explore the scene, enhancing their understanding of the chaotic events through a spatial and temporal lens. This project exemplified how AR can be used to deepen audience engagement and provide a more nuanced perspective on current events. “1619: Searching for Answers” is an interactive AR experience aimed to educate the public about the legacy of slavery in the United States. By allowing users to virtually experience the journey of enslaved Africans, the project not only informed but also engaged the audience on a more emotional level. The use of spatial audio and 3D modeling created a powerful narrative that transcended traditional storytelling methods. USA Today’s use of AR and VR in these projects demonstrates the potential of immersive technologies to transform historical and news reporting. These technologies have enabled the organization to create more engaging and interactive content, which in turn has enhanced immersive literacy among its audience. However, the reliance on mobile devices and the experimental nature of these projects suggests that there is still room for growth in fully integrating these technologies into daily newsroom practices.
Al Jazeera’s AJ Contrast unit has focused on using immersive technologies to tell stories from underrepresented communities, particularly in conflict zones. Their projects, such as “Yemen’s Skies of Terror”, showcase the power of VR and 360-degree videos to create empathetic and engaging narratives. This 360-degree film provided a rare and immersive look inside Yemen after years of war, focusing on the human toll of the conflict. By training local journalists to use 360-degree cameras, Al Jazeera was able to offer an authentic and ground-level perspective on the war, something that traditional journalism often struggles to capture. The project aimed to evoke empathy by placing the viewer in the midst of the conflict, allowing them to experience the fear and devastation firsthand. AJ Contrast’s work highlights the significant role that immersive technologies can play in bringing global issues to the forefront. The focus on empathy and humanization in their storytelling has set a high standard for how immersive journalism can be used to give a voice to marginalized communities. The successful integration of 360-degree videos and VR into their storytelling practices illustrates how these technologies can enhance immersive literacy, though the projects remain largely experimental and are not yet fully integrated into the broader journalistic workflow.
Discussion
The study presents a compelling exploration of how emerging technologies like Virtual Reality (VR), Augmented Reality (AR), and the Metaverse are reshaping journalism. These tools do not merely serve as new formats for delivering news but fundamentally alter the interaction between the audience and content. Traditional journalism often confines the audience to a passive role—reading, watching, or listening. In contrast, immersive journalism fosters a participatory culture, transforming news consumption into an experience where the audience can “step inside” the narrative, thus bridging the gap between content and user in unprecedented ways.
“The New York Times” has been at the forefront of utilizing VR and AR to enhance immersive journalism. Projects such as “The Daily 360” and “NYT VR” have not only redefined how stories are told but also how audiences engage with them. The integration of VR into classroom settings represents a pioneering effort to bridge the gap between journalism and education, fostering a new generation of media-literate individuals. This approach aligns with Steed et al. (2023), who emphasize that immersive literacy requires a higher level of user engagement due to the egocentric and immersive nature of these technologies. The New York Times’ focus on spatial journalism, through tools like volumetric video capture and spatial audio, demonstrates a forward-thinking approach that could serve as a blueprint for other media organizations. However, as noted by Mendonça et al. (2024), the high costs associated with producing high-quality immersive content and the need for specialized equipment remain significant challenges, potentially limiting the accessibility and frequency of such projects.
In contrast, “USA Today” has employed AR and VR to create more interactive and educational content, particularly in the context of historical and significant contemporary events. The “US Capitol Chaos AR Report” and “1619: Searching for Answers” exemplify how these technologies can provide a more nuanced understanding of complex social issues by allowing audiences to virtually explore and interact with critical moments in history. This aligns with Pavlik (2024), who highlights the potential of the Metaverse and similar platforms to transform news consumption by making audiences active participants in the news-making process. However, USA Today’s approach remains largely experimental, with a reliance on mobile technology that, while accessible, may not fully exploit the immersive potential of VR and AR. This limitation is echoed by He (2023), who notes that the production cycles for immersive content are often longer and more resource-intensive than traditional media, posing challenges to timely news reporting.
“Al Jazeera’s AJ Contrast” has taken a unique approach by using immersive technologies to tell stories from underrepresented communities, particularly in conflict zones. Projects like “Yemen’s Skies of Terror” illustrate how VR and 360-degree videos can evoke empathy and provide a visceral understanding of global issues. This approach aligns with De la Peña et al. (2010), who argue that immersive journalism has the potential to create first-person experiences of news, thereby fostering a deeper emotional connection between the audience and the subject matter. By training local journalists to use immersive technologies, Al Jazeera ensures that the content is authentic and resonates with the lived experiences of those directly affected by the stories being told. This democratization of immersive content production is a significant contribution to the field, as it not only amplifies marginalized voices but also challenges the traditional gatekeeping roles of major media organizations. However, the focus on specific conflict zones may limit the broader application of these technologies in other journalistic contexts, as the immersive experiences created are often highly specific and may not be easily adapted to other types of reporting.
The case studies provide clear evidence that the integration of VR, AR, and the Metaverse enhances audience engagement and immersive literacy by transforming passive news consumption into active participation. However, these technologies also introduce significant challenges, such as high production costs and ethical dilemmas, which news organizations must navigate carefully. The experiences of The New York Times, USA Today, and Al Jazeera highlight both the potential and the complexities involved in adopting these emerging technologies in journalism.
Immersive literacy, as defined within the study, is not just an extension of traditional media literacy but a necessary evolution that encompasses the cognitive and emotional engagement required to navigate and critically assess immersive environments. The shift from traditional to immersive media demands that users not only consume content but also actively participate and interact with it. This transformation significantly impacts how news stories are perceived and understood. For example, when a user experiences a refugee camp through VR, they are not just informed about the conditions; they are placed within them, experiencing the environment’s emotional and psychological weight. This fosters a deeper empathy and understanding of complex social issues, a phenomenon supported by the research of Bailey and Bailenson (2017), who found that VR can evoke stronger emotional responses compared to traditional media.
The integration of these technologies into newsrooms, however, comes with significant challenges that require a rethinking of journalistic practices and newsroom structures. The New York Times’ initiatives, such as “The Daily 360” and “NYT VR,” illustrate the potential of immersive technologies to revolutionize news storytelling. Yet, these projects also highlight the considerable investment required in terms of both financial resources and technical expertise. High-quality immersive content demands sophisticated production processes, including volumetric video capture and spatial audio design, which are not easily accessible to all news organizations, particularly smaller ones with limited budgets. The reliance on VR and AR also raises questions about the timeliness and relevance of news reporting. Traditional news cycles are often driven by the need for speed—getting the story out as quickly as possible. Immersive journalism, with its longer production cycles, challenges this norm, potentially delaying the release of content in fast-moving news environments. This tension between the depth offered by immersive experiences and the need for timely reporting is a critical area for future research and innovation within the field.
Ethically, the immersive nature of these technologies presents new challenges. The blurring of lines between reality and fiction, especially in VR and AR environments, can lead to potential misinformation or manipulation of audience perceptions. As He (2023) argues, the emotional intensity of immersive experiences must be carefully managed to ensure that journalistic integrity is maintained. The risk of immersive experiences being used to manipulate emotions or present biased perspectives could undermine the credibility of journalism, necessitating the development of new ethical guidelines tailored to the unique characteristics of immersive media.
The study’s exploration of the Metaverse further complicates these ethical considerations. In a virtual space where content creation is decentralized and often user-generated, the traditional gatekeeping role of journalists is diminished. This decentralization challenges the verification processes that are critical to maintaining the accuracy and credibility of news. Journalists must navigate these complexities while upholding their commitment to ethical reporting, a task that requires new skills and standards adapted to the digital frontier of the Metaverse.
The study’s focus on Generation Z as a key demographic for immersive journalism underscores the importance of adapting to changing media consumption habits. This generation, which has grown up with digital technologies, shows a preference for interactive and participatory experiences. Platforms like Roblox and Fortnite, which are popular among Generation Z, offer a glimpse into how news media might evolve to meet the expectations of these younger audiences. The challenge for news organizations is to develop content that not only engages this demographic but also fosters critical thinking and immersive literacy, ensuring that they can navigate and interpret news in an increasingly complex digital landscape.
Conclusion
The integration of VR, AR, and the Metaverse in journalism marks a transformative shift in how news is produced and consumed, fundamentally enhancing immersive literacy and audience engagement. These technologies offer unprecedented opportunities to create more interactive, empathetic, and impactful news experiences, transforming audiences from passive consumers into active participants. However, the adoption of these tools is not without significant challenges, including high production costs, ethical concerns related to the potential for misinformation and manipulation, and the need for journalists to acquire new skills and adapt to rapidly changing media environments. The case studies of The New York Times, USA Today, and Al Jazeera underscore the potential of immersive technologies to revolutionize journalism, but they also highlight the complexities involved in their implementation. These organizations have demonstrated that while immersive journalism can deepen audience engagement and foster greater empathy, it also requires a careful balance between innovation and the ethical responsibilities of the press.
As the media landscape continues to evolve, it is crucial for news organizations to develop strategies that ensure the sustainable and ethical integration of these emerging technologies. This is particularly important as Generation Z, with its preference for interactive and participatory experiences, becomes a key demographic in news consumption. By effectively harnessing these tools, news organizations can not only engage this generation but also foster a more informed and critically thinking audience. Future research should focus on refining these strategies, exploring ways to overcome the barriers to widespread adoption, and ensuring that the pursuit of innovation does not compromise the integrity of journalism. Ultimately, the ability of news organizations to navigate these challenges will determine the future of journalism in an increasingly immersive and digital world.
References
Aitamurto, T. (2019). Normative paradoxes in 360° journalism: Contested accuracy and objectivity. “Digital Journalism, 7” (2), 187-205. https://doi.org/10.1080/21670811.2018.1503060
Bailey, J., & Bailenson, J. (2017). Considering virtual reality in children’s lives. “Journal of Children and Media, 11” (1), 107-113. https://doi.org/10.1080/17482798.2016.1265035
Dagostino, P. (2022). Generation Z and the future of immersive journalism. “Journal of Digital Media Literacy, 10” (3), 35-47.
De la Peña, N., Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. “Presence: Teleoperators and Virtual Environments, 19” (4), 291-301. https://doi.org/10.1162/PRES_a_00005
Francis, T., & Hoefel, F. (2018). ‘True Gen’: Generation Z and its implications for companies. “McKinsey & Company”. Retrieved from https://www.mckinsey.com
He, X. (2023). Ethical challenges in immersive news reporting: Maintaining accuracy in virtual environments. *Journal of Media Ethics, 38*(2), 72-74. https://doi.org/10.1080/08900523.2023.1895103
Herrera Damas, S., & Benítez de Gracia, M. (2022). Targeting Generation Z in immersive journalism: Opportunities and challenges. *Journal of Digital Communication, 15*(3), 338-342.
Lee, J., & Kang, H. (2024). Virtual reality and media literacy: Enhancing understanding through immersive experiences. *Journal of Media Education, 23*(1), 1-4.
Mendonça, F., Boté-Vericad, M., & Carvalho, P. (2024). The high cost of immersive journalism: Barriers to widespread adoption of VR and AR in newsrooms. *Journal of Digital Journalism, 12*(1), 24-26.
Pavlik, J. V. (2024). Metaverse journalism: Opportunities and ethical challenges in the next digital frontier. *Journal of Digital Ethics, 45*(1), 5-12. https://doi.org/10.1080/21670811.2024.1895012
Stanescu, M. (2022). Virtual newsrooms and the metaverse: Redefining journalistic practices. *Journal of Media Innovation, 8*(4), 115-117.
Steed, A., Pan, Y., & Steptoe, W. (2023). Immersive literacy in virtual environments: Development, challenges, and future directions. *Journal of Virtual Reality Research, 19*(1), 8-12. https://doi.org/10.1109/JVRR.2023.004872
Current Issues
- Media and Information Literacy: Enriching the Teacher/Librarian Dialogue
- The International Media Literacy Research Symposium
- The Human-Algorithmic Question: A Media Literacy Education Exploration
- Education as Storytelling and the Implications for Media Literacy
- Ecomedia Literacy
- Conference Reflections
Leave a Reply