Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 14 |
Since 2006 (last 20 years) | 17 |
Descriptor
Source
Author
Herro, Danielle | 2 |
Kang, David | 2 |
Lafayette, Camille | 2 |
Siman, Nina | 2 |
Villavicencio, Adriana | 2 |
Adams, Candice Harris | 1 |
Agustin, Rika Rafikah | 1 |
Ahn, June | 1 |
Alam, Mumtaz | 1 |
Ali, Alisha | 1 |
Birch, Heather J. S. | 1 |
More ▼ |
Publication Type
Journal Articles | 13 |
Reports - Research | 11 |
Reports - Descriptive | 4 |
Reports -… | 2 |
Tests/Questionnaires | 2 |
Books | 1 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Guides - Non-Classroom | 1 |
Education Level
Secondary Education | 17 |
High Schools | 10 |
Junior High Schools | 9 |
Middle Schools | 9 |
Elementary Education | 6 |
Grade 8 | 4 |
Grade 7 | 3 |
Higher Education | 3 |
Intermediate Grades | 3 |
Postsecondary Education | 3 |
Grade 4 | 2 |
More ▼ |
Audience
Practitioners | 1 |
Location
Australia | 2 |
New York (New York) | 2 |
Botswana | 1 |
Brazil | 1 |
California | 1 |
China | 1 |
Czech Republic | 1 |
France | 1 |
Germany | 1 |
Illinois | 1 |
India | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
Birch, Heather J. S.; Epp, Carrie Demmans – Educational Technology Research and Development, 2023
Many approaches have been employed in the creation of educational technologies. One of the lesser explored approaches is that of participatory design when it includes children as direct contributors. In such cases, specific strategies for supporting the effective participation of software developers and children are necessary. This article…
Descriptors: Educational Technology, Computer Software, Stakeholders, Children
Nursakinah, Yulianita; Prima, Eka Cahya; Agustin, Rika Rafikah – Journal of Science Learning, 2023
The lack of digital media to support middle school chemistry learning needs further expanded. Hence, an Android application as a learning media on acid, base, and salt topics was needed. This study aims to develop FunLABS (Fun Learning Acid, Base, and Salt) android-based applications. This study used a DDD-E model of development as a research…
Descriptors: Handheld Devices, Computer Oriented Programs, Chemistry, Science Instruction
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
Cardoso, Patricia; Hawk, Dianne V.; Cross, Donna – Health Education & Behavior, 2020
Sixty-eight young people contributed to a Design Thinking Challenge created to elicit a better understanding of their electronic image-sharing experiences, the helpful and harmful consequences of image-sharing to adolescent mental health and safety, and promising interventions that allow young people to make more positive decisions and minimize…
Descriptors: Adolescents, Mental Health, Safety, Intervention
Chapelle, Carol A.; Schmidgall, Jonathan; Lopez, Alexis; Blood, Ian; Wain, Jennifer; Cho, Yeonsuk; Hutchinson, Amy; Lee, Hye-Won; Dursun, Ahmet – ETS Research Report Series, 2018
The tablet project was undertaken in 2013 to explore the creation of an assessment to reveal English language learners' (ELLs') language capabilities in content area classes such as science. Such assessments could ideally be useful in multiple phases of the instructional process by providing information to learners, teachers, and other…
Descriptors: Middle School Students, English Language Learners, Language Proficiency, Test Construction
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
Martin, Nancy L.; Soares, Andrey – Information Systems Education Journal, 2016
In this paper, we report on our experience as rookies organizing, funding, and running a summer computing camp for middle school girls. The focus of the camp was building mobile applications using App Inventor. The three day/two night camp targeted girls in rural, high poverty school districts and was funded through an award from the National…
Descriptors: Middle School Students, Females, Summer Programs, Design
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
Previous Page | Next Page »
Pages: 1 | 2