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Corwin, Z.; Maruco, T.; Bernstein, S.; Galan, C.; Rocha, C. – Pullias Center for Higher Education, 2018
High schools today have a unique challenge: to equip students with the knowledge and tools they need to prepare for, apply to and enroll in college--all while proving them with digital resources and skills essential for the 21st century. This guide by the Pullias Center's Digital Equity in Education team provides a general overview of what a…
Descriptors: High School Students, Information Sources, College Applicants, College Attendance
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Alberta Education, 2006
This literature review is intended to provide practical information; lessons learned and promising practices which have been drawn from recent Kindergarten to Grade 12 (K-12) one-to-one mobile computing research reports and related articles. The information is presented in the form of answers to the following questions: (1) How is one-to-one…
Descriptors: Technical Support, Long Range Planning, Holistic Approach, Computer Software