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Weaver, D'Andre J. – Digital Promise, 2022
Digital knowledge and skills are needed to fully participate in the society and economy of the United States. The historic $65 billion Infrastructure Investment and Jobs Act represents a significant federal investment in advancing digital equity and inclusion, and an opportunity to make lasting change in communities across the country. This report…
Descriptors: Access to Computers, Digital Literacy, Equal Education, Educational Opportunities
Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
Fitzsimons, Sabrina – Ethnography and Education, 2013
This article provides an account of my experience of immersion as a third-level teacher into the three-dimensional multi-user virtual world Second Life for research purposes. An ethnographic methodology was employed. Three stages in this journey are identified: separation, transition and transformation. In presenting this journey of immersion, it…
Descriptors: Ethnography, Computer Simulation, Virtual Classrooms, Educational Research
Forzani, Elena; Leu, Donald J. – Educational Forum, 2012
All students must start learning new literacies skills early if they are to gain the skills they will need as adults. Integrating these skills into classroom instruction at a young age is especially important for economically disadvantaged students. Moreover, the interactive nature of the Internet and other digital tools may hold special learning…
Descriptors: Internet, Young Children, Economically Disadvantaged, Elementary School Students
Guzzetti, Barbara J.; Stokrocki, Mary – E-Learning and Digital Media, 2013
Although virtual worlds offer teachers the potential to enhance the K-12 curriculum in novel ways, there have been few systematic attempts to instruct teachers about virtual worlds, research their reactions, or track their explorations of these three-dimensional environments. Therefore, this study was designed to respond to the call to help…
Descriptors: Educational Technology, Technology Uses in Education, Teacher Attitudes, Ethnography
DelliCarpini, Margo – Language Learning & Technology, 2012
This paper reports on an action research study that investigated factors influencing TESOL (teaching English to speakers of other languages) teacher candidates' (TCs) selection and use of technology in the English as a second language (ESL) classroom and the influence of explicit training in context in the use of computer technology for second…
Descriptors: Action Research, Computers, English (Second Language), Language Teachers
Webb, Heidi Cornelia – ProQuest LLC, 2013
Advances in technology have caused high schools to update their computer science curricula; however there has been little analogous attention to technology-related education in middle schools. With respect to computer-related knowledge and skills, middle school students are at a critical phase in life, exploring individualized education options…
Descriptors: Middle School Students, Computer Science Education, Computer Literacy, Thinking Skills
Williamson, Ronald – Education Partnerships, Inc., 2011
21st Century students need a complex set of skills to be successful in a digital environment. Digital literacy, similar to traditional definitions of literacy, is a set of skills students use to locate, organize, understand, evaluate and create information. The difference is that it occurs in an environment where a growing set of digital tools…
Descriptors: Educational Technology, Internet, Computer Literacy, Academic Standards
Sackes, Mesut; Trundle, Kathy Cabe; Bell, Randy L. – Computers & Education, 2011
This investigation explores young children's computer skills development from kindergarten to third grade using the Early Childhood Longitudinal Study-Kindergarten (ECLS-K) dataset. The sample size of the study was 8642 children. Latent growth curve modeling analysis was used as an analytical tool to examine the development of children's computer…
Descriptors: Socioeconomic Status, Young Children, Computers, Kindergarten
Churchill, Daniel; Khoo, Kay Yong – Journal of International Education Research, 2012
This paper reports on case studies of four primary school children and their digital practices in Hong Kong. The study explored how the participating children view and represent through digital text in the context of their out-of-school technology use. Understanding how these practices extended into their English language classrooms was explicated…
Descriptors: Foreign Countries, Elementary School Students, English (Second Language), Second Language Instruction
Dean, Colleen; Ebert, Christie M. Lynch; McGreevy-Nichols, Susan; Quinn, Betsy; Sabol, F. Robert; Schmid, Dale; Shauck, R. Barry; Shuler, Scott C. – Partnership for 21st Century Skills, 2010
This 21st Century Skills Map is the result of hundreds of hours of research, development and feedback from educators and business leaders across the nation. The Partnership for 21st Century Skills has issued this map for the core subject of the Arts.
Descriptors: Core Curriculum, Art Education, Visual Arts, Dance Education
Partnership for 21st Century Skills, 2009
This 21st Century Skills Map is the result of hundreds of hours of research, development and feedback from educators and business leaders across the nation. The Partnership for 21st Century Skills has issued this map for the core subject of Geography.
Descriptors: Core Curriculum, Geography, Social Studies, Skill Development
Hayes, Elisabeth – Computers & Education, 2008
Computer and video gaming are often considered to be potential routes to the development of aptitude and interest in using other forms of information technology (IT). The purpose of this exploratory study was to determine the extent to which young people who play games engage in related IT practices, such as creating and sharing content or…
Descriptors: Information Technology, Access to Computers, Age Differences, Gender Differences
Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
Partnership for 21st Century Skills, 2008
This 21st Century Skills Map is the result of hundreds of hours of research, development and feedback from educators and business leaders across the nation. The Partnership for 21st Century Skills has issued this map for the core subject of Science.
Descriptors: Core Curriculum, Science Education, Skill Development, Critical Thinking
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