Results 71 to 80 of about 5,087 (221)

Tackling hate speech in schools – A systematic review of programme quality from a scientific and school practice perspective

open access: yesReview of Education, Volume 14, Issue 2, August 2026.
Abstract Hate speech is a global issue. Intentional expressions of group‐related derogation have become more widespread in recent years and they potentially bear negative consequences for individuals, communities and societies. After the internet, the school is a context where children and adolescents perpetrate and/or witness hate speech or become ...
Julia Kansok‐Dusche   +3 more
wiley   +1 more source

Daily fluctuations in adolescents’ political stress

open access: yesAnalyses of Social Issues and Public Policy, Volume 26, Issue 2, August 2026.
Abstract This study explored adolescents' daily political stress during the 2024 US election and how proximal and distal factors shaped stress. Participants completed surveys for 20 consecutive days before, during, and after the election. At baseline, they reported perceptions of peer and family election‐related experiences and anticipated election ...
Jacqueline Cerda‐Smith   +3 more
wiley   +1 more source

Birth of a scapegoat: An actor‐affect‐affordance model of symbolic attribution in the digital age

open access: yesPolitical Psychology, Volume 47, Issue 4, August 2026.
Abstract How do scapegoating narratives emerge, diffuse, and solidify within digital media ecosystems? This paper introduces an actor‐affect‐affordance (3A) model to explain how complex social problems become symbolically attributed to marginalized groups.
Jack Gabriel Risien Wippell
wiley   +1 more source

'"Look @ this fukken doge": Internet Memes and Remix Cultures'

open access: yes, 2015
Internet memes are an important index of how people communicate ideas on social media. Each of these starts as an in-joke within an online community, which means that internet memes can often seem bewildering or trivial to those not in on the joke.
Meikle, G., Esteves, V.
core  

Sliding Doors: Frame Uptake and Rejection by Learners in a Museum‐Based Climate Learning Experience

open access: yesScience Education, Volume 110, Issue 4, Page 1198-1223, July 2026.
ABSTRACT Science education efforts that support public understanding of modern climate change are critically needed. However, implementing climate‐related learning experiences can be challenging, as public audiences tend to experience a wide range of understandings of and emotions around the issue. In light of these challenges, many scholars have posed
Lynne Zummo   +7 more
wiley   +1 more source

Cognitive Overload and Emotional Arousal: Why Gambling Content Marketing Appeals to Children and Resists Established Educational Interventions

open access: yesPsychology &Marketing, Volume 43, Issue 6, Page 1472-1487, June 2026.
ABSTRACT Increased social media gambling advertising raises concerns about its strong appeal to children and its role in gambling‐related harm. This study examines whether gambling content marketing is more emotionally appealing and less recognizable as advertising than conventional social media gambling ads, and whether a widely used UK school‐based ...
Raffaello Rossi   +2 more
wiley   +1 more source

Subversive Memes: Internet Memes as a Form of Visual Rhetoric

open access: yes, 2013
The study examines internet memes as a form of representational discourse that subverts dominant media messages to create new meaning. The study draws parallels between memes and other forms of visual communication in the physical world.
Huntington, Heidi E.
core  

Internet-memes and everyday-creativity [PDF]

open access: yes, 2012
This study focuses on internet-memes and proposes a shift of stances in which to understand the phenomenon – from one based on memetics to one based on everyday-creativity and the aesthetics of postmodernism.
Brunello, J.B.
core  

Serious Games in Mechanics: GAMEchanics—The First Mechanics‐Themed Escape Room

open access: yesProceedings in Applied Mathematics and Mechanics, Volume 26, Issue 2, June 2026.
ABSTRACT Serious games are fully developed games designed with purposes beyond entertainment, such as education or training. They combine narrative structures, rule‐based systems, and problem‐based learning within an interactive environment, enabling experiential learning through player interaction.
Christina Völlmecke   +3 more
wiley   +1 more source

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