Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 10 |
Descriptor
Source
Research Alliance for New… | 2 |
Curriculum Journal | 1 |
Information and Learning… | 1 |
Interactive Learning… | 1 |
ProQuest LLC | 1 |
Research in Science &… | 1 |
SAGE Open | 1 |
Science Teacher | 1 |
Theory Into Practice | 1 |
Author
Herro, Danielle | 2 |
Kang, David | 2 |
Lafayette, Camille | 2 |
Siman, Nina | 2 |
Villavicencio, Adriana | 2 |
Adams, Candice Harris | 1 |
Ahn, June | 1 |
Alam, Mumtaz | 1 |
Ali, Alisha | 1 |
Bowen, Bradley | 1 |
Finch, James | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 6 |
Reports - Descriptive | 3 |
Reports -… | 2 |
Dissertations/Theses -… | 1 |
Tests/Questionnaires | 1 |
Education Level
High Schools | 10 |
Secondary Education | 10 |
Junior High Schools | 4 |
Middle Schools | 4 |
Elementary Education | 2 |
Grade 8 | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Grade 12 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
More ▼ |
Audience
Location
New York (New York) | 2 |
Brazil | 1 |
France | 1 |
India | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nguyen, Ha; Lopez, John; Homer, Bruce; Ali, Alisha; Ahn, June – Information and Learning Sciences, 2023
Purpose: In the USA, 22-40% of youth who have been accepted to college do not enroll. Researchers call this phenomenon summer melt, which disproportionately affects students from disadvantaged backgrounds. A major challenge is providing enough mentorship with the limited number of available college counselors. The purpose of this study is to…
Descriptors: Design, Artificial Intelligence, Man Machine Systems, Interaction
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Sharma, Daneshwar; Alam, Mumtaz – SAGE Open, 2022
The COVID-19 pandemic has forced governments all around the world to impose lockdowns. As schools were closed and the students could attend schools physically, online education apps were used by the students to continue their education. The purpose of the study was to analyze the students' intentions to use online education apps (OEAs) in the…
Descriptors: COVID-19, Pandemics, Computer Oriented Programs, Online Courses
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Adams, Candice Harris – ProQuest LLC, 2017
Significant innovations in learning technologies are encouraging individuals, especially high school students, to seek enrichment learning opportunities that they normally are not able to take advantage of due to the limitation of traditional classroom offerings in low-income school districts. With the increase in learners seeking alternatives to…
Descriptors: Electronic Learning, Technology Uses in Education, High School Students, Enrichment Activities
Herro, Danielle – Curriculum Journal, 2015
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
Descriptors: Video Games, Secondary School Curriculum, High Schools, Curriculum Development
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Bowen, Bradley; Finch, James – Science Teacher, 2014
This article describes how one science teacher based an activity on designing smartphone apps to clearly and concisely communicate the interdependent relationships of a biological ecosystem. The teacher designed the activity to address several aspects of the latest science standards. Students needed to understand their ecosystem and synthesize new…
Descriptors: Educational Technology, Computer Oriented Programs, Telecommunications, Handheld Devices
Herro, Danielle – Theory Into Practice, 2015
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
Descriptors: Sustainability, Educational Technology, Technology Uses in Education, Technology Integration