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Robinson, Bradley; Wright, William Terrell – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts. Design/methodology/approach: Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological…
Descriptors: Video Games, Camps, Photography, Teaching Methods
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Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving
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Wojniak, Justyna; Majorek, Marta – Universal Journal of Educational Research, 2016
The paper concerns the opportunities of use information and communication technologies for the education purposes. It presents key assumptions of the European Union policy concerning innovative methods of training and the prospects for their further development. As nowadays one can observe increasing activity of the children and young people in…
Descriptors: Internet, Information Security, Child Safety, Risk
Sokal, Laura – Canadian Journal of Counselling and Psychotherapy, 2012
Many school counsellors have identified "cyber-bullying" among adolescent girls as a growing concern. In order to respond to this issue, this article begins with a new model of cyber-communications from the unique perspective of adolescent girls. Next, it explores the limitations of responding to this model, based on current understandings of…
Descriptors: Bullying, Females, Adolescents, School Psychology
Ohrstrom, Peter – International Review of Research in Open and Distance Learning, 2011
The HANDS (Helping Autism-diagnosed teenagers Navigate and Develop Socially) research project involves the creation of an e-learning toolset that can be used to develop individualized tools to support the social development of teenagers with an autism diagnosis. The e-learning toolset is based on ideas from persuasive technology. This paper…
Descriptors: Autism, Adolescents, Social Development, Computer Uses in Education
Braun, Linda W. – School Library Journal, 2010
HomeworkNYC Apps is a suite of tools designed to provide around-the-clock help to the estimated 1.3 million children and teens served by the libraries of New York City. Aimed at being a one-stop shop for all things homework related, the HomeworkNYC website offers access to library catalogs and databases, browsable subject guides, and even…
Descriptors: Homework, Teacher Education Programs, Young Adults, Libraries
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Snakenborg, John; Van Acker, Richard; Gable, Robert A. – Preventing School Failure, 2011
Bullying has long been of concern to school officials and parents alike. Bullying, which is a type of aggressive behavior, has now entered the electronic age in the form of cyberbullying (e.g., e-mails, text messages, profile sites). Cyberbullying is especially insidious because it affords a measure of anonymity and the opportunity to reach a much…
Descriptors: Intervention, Bullying, Aggression, Prevention
Curriculum Review, 2009
An increasingly popular form of communication among teenagers is "sexting," sending nude photos via text messaging, reported The Orange County Register (3/20/09). This "flirtation" technique has sparked quite a bit of debate: is this simply a form of rebellion or is it dangerous behavior that could have adverse penalties? Although many teens say…
Descriptors: Child Safety, Computer Software, Adolescents, Computer Mediated Communication
Nelson, Jennifer; Braafladt, Keith – ALA Editions, 2012
Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is…
Descriptors: Programming Languages, Time Management, Computer Uses in Education, Public Libraries
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Fenty, Nicole S.; McDuffie-Landrum, Kim; Fisher, Gary – TEACHING Exceptional Children, 2012
Adolescents who struggle in the area of literacy tend to experience difficulty accessing texts across many different content areas. These students could benefit from increased collaborative interactions between general education content area teachers, special education teachers, and other school personnel with expertise in the area of literacy…
Descriptors: Secondary School Students, Reading Comprehension, Computer Software, Secondary School Science
Vallis, Keith; Williamson, Peter – Learning & Leading with Technology, 2009
Interactive whiteboards are all the rage in classrooms across the world these days, and for good reason. Like most technology, they hold students' attention much better than a traditional lecture-and-blackboard lesson ever could. They also solve the problem of having only one classroom computer for 30 students by projecting the screen at the front…
Descriptors: Computer Software, Computers, Educational Technology, Technology Integration
Maloney, John; Peppler, Kylie; Kafai, Yasmin B.; Resnick, Mitchel; Rusk, Natalie – Online Submission, 2008
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse--an after school center--over an 18-month period. Our analyses of 536 Scratch projects collected during this…
Descriptors: Programming Languages, Programming, Urban Youth, Children
Johnson, Barbara Z.; King, Elizabeth; Hayes, Elisabeth – Online Submission, 2008
In its second year, the Tech Savvy Girls Project adopted "Teen Second Life" as a platform for interest-driven learning and designed projects and objects around themes important to them and their futures as technology-using, creative people. By using the building tools in an open-ended virtual world, they were able to pursue interests common to…
Descriptors: Females, Computer Uses in Education, Computers, Information Technology
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Schafer, Joseph L.; Olsen, Maren K. – Multivariate Behavioral Research, 1998
The key ideas of multiple imputation for multivariate missing data problems are reviewed. Software programs available for this analysis are described, and their use is illustrated with data from the Adolescent Alcohol Prevention Trial (W. Hansen and J. Graham, 1991). (SLD)
Descriptors: Adolescents, Computer Software, Drinking, Multivariate Analysis
Williams, Gene; Mitchell, Chris – Wilson Library Bulletin, 1987
Setting up a public library bulletin board system is described as a way to attract young adult users as well as to foster awareness and use of electronic information media. Step-by-step guidelines cover hardware needed, including modems, types of software available, designing the system's contents, and maintenance and security. (EM)
Descriptors: Adolescents, Computer Software, Electronic Mail, Guidelines
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