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Violet Elizabeth Hower – ProQuest LLC, 2023
The problem addressed in this qualitative narrative inquiry study was that middle school students in Grades 6-8 may lack preparation for the required soft skills to enter college or the workforce. The purpose of this qualitative narrative inquiry study was to closely explore the individual participants' stories through thick, rich descriptions and…
Descriptors: Electronic Learning, Computer Uses in Education, Skill Development, Middle School Students
Adigun, Olufemi Timothy; Ndwandwe, Ntokozo Dennis – Research in Social Sciences and Technology, 2022
This study aimed to assess the contributory roles of parental involvement (PI), parental acceptance/rejection (PAR), academic self-efficacy (ASE), computer user self-efficacy (CUSE) vis-à-vis gender and the onset of deafness on the academic resilience (AR) of deaf learners who participated in e-learning during the pandemic. The Bioecological…
Descriptors: Resilience (Psychology), Deafness, Electronic Learning, Distance Education
Center for Children and Technology, Education Development Center, Inc, 2016
"Fable Writer" is an online reading, writing and research tool designed to facilitate synchronous, collaborative writing tool that enables learners to read and copy text and images from teacher-curated books and Web-based resources in the "Fable Reader" digital library. The "Fable Writer" project addressed two…
Descriptors: Writing Instruction, Collaborative Writing, Writing (Composition), Computer Uses in Education
Carraher, Joan M. – ProQuest LLC, 2014
1:1 Laptop initiatives continue to grow throughout Nebraska schools. There are many questions regarding their effectiveness in improving student learning, justifications for expenses, and the process to guide such an initiative. The purpose of this case study was to explore students' perceptions of academic self-efficacy and self-regulation while…
Descriptors: Secondary School Students, Student Attitudes, Computer Attitudes, Grade 8
Schrader, Claudia; Bastiaens, Theo – International Review of Research in Open and Distance Learning, 2012
Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices' learning, the current study…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Uses in Education
Baskerville, Delia – Technology, Pedagogy and Education, 2012
Continuing emphasis given to computer technology resourcing in schools presents potential for web-based initiatives which focus on quality arts teaching and learning, as ways to improve arts outcomes for all students. An arts e-learning collaborative research project between specialist on-line teacher/researchers and generalist primary teachers…
Descriptors: Electronic Learning, Foreign Countries, Technology Integration, Computer Uses in Education
Liu, Feng – ProQuest LLC, 2010
At present, an increasing number of students at the K-12 level in the U.S. are taking courses online via virtual schools, which have been in existence since the end of the 20th century. Virtual schooling is becoming a mainstream option alongside traditional face-to-face learning environments. Even with its increasing popularity, very few empirical…
Descriptors: Electronic Learning, Feedback (Response), Online Courses, Mathematics Tests
Robinson, Martha; Ally, Mohamed – Educational Technology, 2010
This article describes a study that examines female Arab students' experiences in a pilot eSchoolbag project. The project used a blended approach which combined face-to-face instruction with e-learning resources and strategies. The study found that educational values, English-language ability, and experience with computers emerged as structural…
Descriptors: Electronic Learning, Arabs, Foreign Countries, Learning Experience
Lei, Jing – Computers in the Schools, 2010
Based on survey data and interview data collected over four academic years, this longitudinal study examined how a ubiquitous computing project evolved along with the changes in teachers, students, the human infrastructure, and technology infrastructure in the school. This study also investigated what conditions were necessary for successful…
Descriptors: Middle Schools, Grade 7, Grade 8, Influence of Technology
Kerr, Crystal – Ontario Action Researcher, 2009
This research project examined how to develop and sustain online, asynchronous learning communities in continuous intake, distance education environments for learners in grades 7 through 10. The study is an action research project that is based upon in-depth, qualitative data. Interviews were conducted with distance education teachers,…
Descriptors: Electronic Learning, Research Projects, Action Research, Distance Education
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
Carmo, Mafalda, Ed. – Online Submission, 2017
This book contains a compilation of papers presented at the International Conference on Education and New Developments (END 2017), organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the…
Descriptors: Educational Quality, Models, Vocational Education, Outcomes of Education