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Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants
Ryan, Sara – School Library Journal, 2000
Discusses creating and managing an effective library Web site aimed at teenagers. Topics include omitting links to sites teens already know about; links to book review sites where teens can post their own comments; links to local sites; regular updating; use of graphics; and involving teens in the process. (LRW)
Descriptors: Adolescents, Book Reviews, Computer Graphics, Library Automation
Minkel, Walter – Library Journal, 2001
Describes ways to make library Web sites more accessible to children and teens with disabilities. Highlights include HTML code; the importance of contrast combinations for text and background; problems with using frames; alternatives to graphics; helpful Web sites; and the concept of universal design. (LRW)
Descriptors: Adolescents, Childrens Libraries, Computer Graphics, Disabilities
Vega, Edwin S.; Schnakenberg, Heidi L. – Middle School Journal (J3), 2006
In this article, the authors talk about the Summer Safari program that is designed for 9-to 14-year-old students. It targets individuals with an interest in comic books and a penchant for writing stories and/or drawing. The highlight of this multidisciplinary workshop is the seamless integration of writing, fine arts, and computer technology to…
Descriptors: Fine Arts, Cartoons, Children, Adolescents

Goldman, Susan R.; Zech, Linda K.; Biswas, Gautam; Noser, Tom; Bateman, Helen; Bransford, John; Crews, Thaddeus; Moore, Allison; Nathan, Mitchell; Owens, Stephen – Instructional Science, 1999
Examines mathematics problem solving in a computer software environment using graphical representations of the results of simulations with adolescent students. Discusses the strengths and limitations of inferring goals and plans, the use of verbal protocols, and ways for computer-based learning environments to scaffold acquisition of domain…
Descriptors: Adolescents, Cognitive Processes, Computer Assisted Instruction, Computer Graphics