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Bird, Jo – British Journal of Educational Technology, 2020
Early childhood settings value play as the way young children learn and educators encourage children's re-enactment of cultural practices in the imaginative play spaces provided. From a cultural-historical perspective, children expect these imaginative play spaces to contain objects from their social contexts, but what happens when technologies…
Descriptors: Early Childhood Education, Telecommunications, Handheld Devices, Play
Burnell, Kaitlyn; Andrade, Fernanda C.; Hoyle, Rick H. – Developmental Psychology, 2023
There is fear that adolescents have limited control over their digital technology use. The current research examines longitudinal (Study 1) and daily (Study 2) associations between U.S. adolescents' self-control and digital technological impairment and use. Using a large sample (N = 2,104; Wave 1: M[subscript age] = 12.36, 52% female, 57%…
Descriptors: Correlation, Adolescents, Self Control, Information Technology
Liu, Xia; Xu, Yunrong; Pange, Jenny – Education and Information Technologies, 2016
Nowadays, with the rapid progress of Information and Communication Technologies (ICTs), the integration of ICTs in education has attracted more and more attention of educators and researchers. However, there are different situations between developed and less-developed nations both in ICT application and in ICT research. PowerPoint is a readily…
Descriptors: Information Technology, Foreign Countries, Visual Aids, Computer Software
Marín, Veronica; López, Magdalena; Maldonado, Guadalupe – Digital Education Review, 2015
Training through gamification is everyday a more evident reality in Primary Education classes. The teachers' view about this has been modified as it is shown in the study published by aDeSe in 2012. However, does it really have place in the students' curricular development in the primary education stage? For the sake of responding to this…
Descriptors: Educational Games, Video Games, Primary Education, Curriculum Development