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Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
Project Tomorrow, 2011
For the past eight years, the Speak Up National Research Project has endeavored to stimulate new discussions around these kinds of questions and to provide a context to help education, parent, policy and business leaders think beyond today and envision tomorrow. This report is the first in a two part series to document the key national findings…
Descriptors: Electronic Publishing, Textbooks, Blended Learning, Educational Policy