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Showing 1 to 15 of 21 results Save | Export
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Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
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Aimee Jacobs; Jacquelin J. Curry; Concetta A. DePaolo; Fernando Parra – Journal of Information Systems Education, 2024
This manuscript describes the use of real data applied to a fictional real-estate firm for teaching data visualization to university students. In the case study, students employ data analytic techniques in Tableau to clean, organize, and analyze real estate data. By creating visualizations, students address several questions about how selling…
Descriptors: Visualization, Housing, Computer Software, Data Use
Alexander Johnson – ProQuest LLC, 2024
The potential of speech technology to improve educational outcomes has been a topic of great interest in recent years. For example, automatic speech recognition (ASR) systems could be employed to provide kindergarten-aged children with real-time feedback on their literacy and pronunciation as they practice reading aloud. Within these systems,…
Descriptors: Audio Equipment, Black Dialects, African American Students, Equal Education
Rolando E. Mantilla – ProQuest LLC, 2020
The purpose of this quantitative correlational study was to assess if and to what extent effort expectancy, performance expectancy, social influence and facilitating conditions were related to behavioral intention to accept an app for anticoagulation management among providers, mid-level providers and nursing staff in a Department of Public Health…
Descriptors: Health Promotion, Access to Health Care, Health Programs, Handheld Devices
Freeland, Julia; Hernandez, Alex – Clayton Christensen Institute for Disruptive Innovation, 2014
What software tools do school systems actually want? Demand-side analyses typically reflect the loudest voices in the market that companies are eager to please--in the case of education technology, the largest urban districts with the largest technology budgets. But half of the nation's 48 million public school students attend approximately 3,700…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Public Schools
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Virtue, Alicia; Dean, Ellen; Matheson, Molly – Interdisciplinary Journal of E-Learning and Learning Objects, 2014
More and more of today's scholars conduct their research in a digital realm rather than using a print collection. The University of Arizona Libraries Guide on the Side tutorial software offers an opportunity to apply the principles of active learning with real world research scenarios. This paper reports on the design and introduction of…
Descriptors: Computer Assisted Instruction, Academic Libraries, Computer Software, Information Literacy
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What Works Clearinghouse, 2015
The What Works Clearinghouse (WWC) has updated its 2009 intervention report for SuccessMaker®, a set of computer-based courses designed to supplement regular K-8 reading instruction. The program is designed to improve skills in areas such as concepts of print, phonological awareness, phonics, fluency, vocabulary, comprehension, grammar, and…
Descriptors: Reading Instruction, Computer Assisted Instruction, Reading Fluency, Reading Comprehension
Gao, Niu – Public Policy Institute of California, 2015
In addition to the Common Core State Standards (CCSS), California is implementing a new, online assessment system: the California Assessment of Student Performance and Progress (CAASPP). Field tests were conducted last spring and the system is being rolled out this year, amid concerns about whether schools are technologically prepared. Using…
Descriptors: Online Courses, Educational Technology, Computer Assisted Testing, Technology Uses in Education
Association Supporting Computer Users in Education, 2016
The Association Supporting Computer Users in Education (ASCUE) initiated a refereed track for paper submissions to the conference in 2008. In fact, at the 2008 business meeting, the membership approved three different presentation tracks: refereed with 3 blind reviews for each paper, session with paper where the author submits a paper but it is…
Descriptors: Computer Uses in Education, Computer Software, Conferences (Gatherings), Computers
Peppler, Kylie A.; Kafai, Yasmin B. – Online Submission, 2007
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design…
Descriptors: Video Games, Ethnography, Ethics, Literacy
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Blasewitz, Michael R.; Taylor, Rosemarye T. – Middle School Journal, 1999
Describes creating a middle school literacy approach that combines teaming and exploratory experiences with a technology-based intervention. Considers classroom environment, the literacy workshop, the Peabody Learning Lab software, evaluation, multi-media projects, teacher support, and assessment. (JPB)
Descriptors: Change Strategies, Computer Assisted Instruction, Computer Oriented Programs, Computer Software
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What Works Clearinghouse, 2007
"Earobics"[R] is interactive software that provides students in pre-K through third grade with individual, systematic instruction in early literacy skills as students interact with animated characters. "Earobics[R] Foundations" is a version for pre-Kindergarten, Kindergarten, and first graders. "Earobics[R]…
Descriptors: Instructional Effectiveness, Educational Research, Emergent Literacy, Computer Software
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Peppler, Kylie A.; Kafai, Yasmin B. – Learning, Media and Technology, 2007
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how…
Descriptors: Urban Youth, Informal Education, Ethnography, Production Techniques
California State Dept. of Education, Sacramento. – 1985
This document offers a perspective on the use of computers in education to assist California educators with the design and implementation of educational activities that encourage the effective and creative use of computers and computer software throughout the school curriculum. It is organized in six strands, each identifying a basic core of…
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Science Education, Computer Software
Cohen, Moshe; And Others – 1983
The Policy Board of the Teacher Education and Computer Center (TEC Center) for San Diego/Imperial Counties of California requested researchers at the University of California, San Diego (UCSD), to produce a background paper on the effective local classroom uses of microcomputers. Exemplary site studies of two elementary, two junior high, and two…
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Networks, Computer Software
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