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Wartella, Ellen, Ed. – Society for Research in Child Development, 2019
The effects of using interactive media have been well studied among young children and adolescents but remain understudied for middle childhood (ages 6-12 years). Children and youth of this age comprise much of the pre-adult population that uses digital games and apps. The Every Student Succeeds Act says that states must give students access to…
Descriptors: Children, Preadolescents, Video Games, Computer Oriented Programs
Pullias Center for Higher Education, 2018
Higher education has long been viewed as a social elevator. The path to a higher education credential, however, is complicated for students from low-income and/or minoritized communities. This report provides a snapshot of digital tools designed to help students with college exploration, college admissions, and financial planning. To set the…
Descriptors: Technology Uses in Education, Higher Education, Access to Education, Low Income Students