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Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Avsec, Stanislav; Szewczyk-Zakrzewska, Agnieszka – International Journal of Technology and Design Education, 2017
This paper aims to investigate the predictive validity of learning styles on academic achievement and technological literacy (TL). For this purpose, secondary school students were recruited (n = 150). An empirical research design was followed where the TL test was used with a learning style inventory measuring learning orientation, processing…
Descriptors: Predictor Variables, Academic Achievement, Technological Literacy, Secondary School Students
McLester, Susan – Technology & Learning, 2006
A major influence this generation of high school digital natives has had on the curriculum is their natural focus on visuals to convey information. They are driving the move toward visual information. In this article, one high school expands the learning environment from handhelds to videoconferencing. Sacred Heart has found that mixing the…
Descriptors: Visual Literacy, High Schools, Instructional Innovation, Educational Technology