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Robertson, Judy – Computers & Education, 2012
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…
Descriptors: Audience Awareness, Females, Gender Differences, Peer Evaluation
Martinez, Monica; Schilling, Susan – New Directions for Youth Development, 2010
Given that information age technologies are as natural to the Net generation as breathing, it is time to provide learning experiences that maximize their use in schools. The authors argue that integrating technology into learning is central to creating the meaningful learning opportunities needed to engage and motivate youth today. To achieve this…
Descriptors: Educational Change, Educational Technology, Computer Uses in Education, Technology Integration
Showah, Anthony James – Online Submission, 2010
This system aims to improve the communication, collaboration, critical thinking, and creativity in schools that serve students with disabilities, especially those in urban and/or high-poverty settings. The STAR system outlines five practices that build a more adaptive and inclusive education environment while utilizing modes of communication and…
Descriptors: Creativity, Inclusive Schools, Academic Achievement, Cooperation
Hart, Melissa – Teacher Magazine, 2003
In this article, the author, a skeptical writing teacher, gains newfound appreciation for projects that tap creativity--and creative thinking. She argues that teachers need to rethink the genre and make it as appealing as those projects students see as "more fun." The trick is to teach responsibly, knowing when to allow a student to go off and…
Descriptors: Writing Teachers, Creative Thinking, Writing Instruction, Student Motivation