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Finkel, Ed – Community College Journal, 2019
This article describes how community colleges have evolved from early computers to virtual campuses and beyond in just a few decades.
Descriptors: Community Colleges, Computer Uses in Education, Educational Technology, Educational History
Scott Reynolds; Lee J. Rutledge; Jeff Edmison – Region 12 Comprehensive Center, 2020
The Region 12 Comprehensive Center conducted a national scan of formative assessment supports provided by state education agencies. The report presents common themes in formative assessment support, a series of supports by content and grade area as well as by modality of professional learning, and illustrative examples. It also examines…
Descriptors: Formative Evaluation, Student Evaluation, State Standards, Teacher Competencies
Sierra, Wendi; Stedman, Kyle D. – Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 2012
Games are becoming increasingly prevalent in education, both in traditional school settings and beyond. In this Disputatio webtext, we look specifically at one application of games for pedagogical use: gamification. Rather than introducing a pre-existing game into the learning spaces, gamification adds elements of games into educational (or other)…
Descriptors: Educational Games, Writing Instruction, College Instruction, Teacher Orientation
Farrell, James; Hardin, Cindy – Journal of Instructional Pedagogies, 2014
With the rapid growth in online MBA programs, many traditional schools are seeking ways to differentiate their course offerings to avoid them becoming commoditized by the market. For some institutions this involves pulling away from traditional course offerings, and moving towards cross-disciplinary offerings. For many faculty members, this can be…
Descriptors: Graduate Students, Behavioral Objectives, Interdisciplinary Approach, Educational Environment
Weinstein, Margery – Training, 2010
The youngest workforce generation seems to crave games and simulations, and even older workers are coming to enjoy them. But what do new trends in these areas mean for the company, the learners, and the organization's strategic goals? In this article, two experts in the field, Clarissa Graffeo and David Metcalf of the Mixed Emerging Technology…
Descriptors: Games, Ethnology, Computer Simulation, Educational Technology
Southern Regional Education Board (SREB), 2010
To help students meet higher standards, all academic and career/technical teachers need to be willing and prepared to use reading, writing and mathematics as tools for learning across the curriculum. To do so, they must have access to ongoing professional development, literacy and numeracy coaching, shared strategies, and teamwork to make literacy…
Descriptors: Academic Education, Technical Education, Reading Achievement, Vocabulary
Montgomery, M. M. – Physics Teacher, 2006
You have all probably seen the game "Who Wants To Be a Millionaire" on television and have been drawn into the hot seat from your easy chair. Games like this one are popular among the public as entertainment, but they can also be educational. A game developed at the University of Central Florida (UCF) for large (>300) classes is used…
Descriptors: Educational Games, Astronomy, Scientific Literacy, Game Theory
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods