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Showing all 13 results Save | Export
Abdüsselam, Mustafa Serkan; Yildiz, Cemalettin; Göl, Resül – Online Submission, 2016
The aim of this qualitative study is to determine middle and secondary school students' approaches related to computers and internet. To achieve this aim a form consisted of 8 open-ended questions was used. The implementation was carried out to 322 middle school and 161 secondary school students in Trabzon and Giresun cities on 2015-2016 school…
Descriptors: Middle School Students, High School Students, Student Attitudes, Knowledge Level
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Holfeld, Brett; Leadbeater, Bonnie J. – Canadian Journal of School Psychology, 2015
As access to technology is increasing in children and adolescents, there are growing concerns over the dangers of cyber bullying. It remains unclear what cyber bullying looks like among young Canadian children and how common these experiences are. In this study, we examine the psychometric properties of a measure of cyber bullying behaviors and…
Descriptors: Foreign Countries, Grade 5, Grade 6, Elementary School Students
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Ward, R. Bruce; Sienkiewicz, Frank; Sadler, Philip; Antonucci, Paul; Miller, Jaimie – Astronomy Education Review, 2013
We describe activities created to help student participants in Project ITEAMS (Innovative Technology-Enabled Astronomy for Middle Schools) develop a deeper understanding of picture elements (pixels), image creation, and analysis of the recorded data. ITEAMS is an out-of-school time (OST) program funded by the National Science Foundation (NSF) with…
Descriptors: Astronomy, Middle School Students, Science Instruction, Computer Uses in Education
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Warschauer, Mark; Arada, Kathleen; Zheng, Binbin – Journal of Adolescent & Adult Literacy, 2010
Can daily access to laptop computers help students become better writers? Are such programs affordable? Evidence from the Inspired Writing program in Littleton Public Schools, Colorado, USA, provides a resounding yes to both questions. The program employs student netbooks, open-source software, cloud computing, and social media to help students in…
Descriptors: Computer Software, Computers, Writing Instruction, Laptop Computers
Murakami, Christine – Learning & Leading with Technology, 2011
It's no secret that fewer and fewer women are entering computer science fields. Attracting high school girls to computer science is only part of the solution. Retaining them while they are in higher education or the workforce is also a challenge. To solve this, there is a need to show girls that computer science is a wide-open field that offers…
Descriptors: Females, Computer Science, Grade 5, High Schools
Chavez, Raymond Anthony – ProQuest LLC, 2010
Previous research conducted on the use of handheld computers in K-12 education has focused on how handheld computer use affects student motivation, engagement, and productivity. These four case studies sought to identify effective teacher practices in the integration of handhelds into the curriculum and the factors that affect those practices. The…
Descriptors: Technical Support, Language Arts, Handheld Devices, Computer Uses in Education
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Ke, Fengfeng – Computers & Education, 2008
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…
Descriptors: Case Studies, Computers, Educational Games, Mathematics Instruction
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Madden, M.; Chung, P. W. H.; Dawson, C. W. – Computers & Education, 2008
This paper reports a study assessing a new computer tool for cartoon storytelling, created by the authors for a target audience in the upper half of the English and Welsh Key Stage 2 (years 5 and 6, covering ages 9-11 years). The tool attempts to provide users with more opportunities for expressive visualisation than previous educational software;…
Descriptors: Cartoons, Computer Software, Computers, Writing (Composition)
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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DeBell, Matthew – National Center for Education Statistics, 2005
The use of computers and the Internet by students has increased rapidly in recent years. In 2001, computer and Internet use was more widespread among school-age children and adolescents than among adults. The now commonplace use of these technologies follows the installation of computers and Internet access in nearly all public schools and in a…
Descriptors: Nursery Schools, Computer Uses in Education, Internet, Access to Computers
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Parr, Cynthia Sims; Jones, Tricia; Songer, Nancy Butler – Journal of Science Education and Technology, 2004
Despite a rise in the use of handheld computers in classrooms, meaningful learning with personal digital assistant (PDA) technology remains poorly studied. This article reports results from an evaluation of customized handheld data collection software, the BioKIDS Sequence, which was used during an 8-week biodiversity curriculum unit by 5th and…
Descriptors: Biodiversity, Grade 6, Educational Technology, Computer Software
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