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Showing 1 to 15 of 41 results Save | Export
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Yadav, Savita; Chakraborty, Pinaki – Childhood Education, 2022
As they develop, children become interested in and use increasingly diverse apps on devices such as smartphones. For more than a decade, pediatricians, developmental psychologists, and computer scientists like us have been studying children's ability to use smartphone apps and the positive and negative effects of doing so. In this article, the…
Descriptors: Children, Handheld Devices, Internet, Computer Software
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Daniel J. Anderson – Analytic Teaching and Philosophical Praxis, 2019
Getting individuals to invest in reason is often an uphill battle for Community of Philosophical Inquiry (CPI) practitioners, especially when the CPI experience does not straightforwardly model decision-making outside the classroom. Intermittently using roleplaying games (RPG's) to conduct CPI's may help in this regard, as it provides individuals…
Descriptors: Philosophy, Communities of Practice, Thinking Skills, Role Playing
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Seo, JooYoung; Richard, Gabriela T. – Information and Learning Sciences, 2021
Purpose: In response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the "SCAFFOLD" framework, which considers equity, inclusion and accessibility in the design of spaces and activities for socioculturally diverse learners. Design/methodology/approach: This paper proposes a universal design…
Descriptors: Inclusion, Creative Activities, Guidelines, Student Diversity
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Ermerawati, Anesti Budi – Elementary School Forum (Mimbar Sekolah Dasar), 2019
Doing national program so called School Literacy Movement (GLS), classes are expected to do 15-minute regular reading activity every day; including English classes in elementary schools. Witnessing that some classes are having limited English story books to read as well as ready-to-use follow-up activities, this article proposes reading activities…
Descriptors: Second Language Learning, English (Second Language), Reading Motivation, Reading Habits
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Milne, Barry John; Lay-Yee, Roy; McLay, Jessica; Tobias, Martin; Tuohy, Pat; Armstrong, Ann; Lynn, Robert; Pearson, Janet; Mannion, Oliver; Davis, Peter – Evidence & Policy: A Journal of Research, Debate and Practice, 2014
We have developed a software-based tool to support a dynamic micro-simulation model of life-course development (to age 13) as an aid to policy makers assessing the impact of policies affecting children. We demonstrate how this approach bridges the research-policy gap by creating: (1) an easy transfer of evidence in a form that policymakers can use…
Descriptors: Computer Software, Simulation, Models, Child Development
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Grabman, Rebecca; Stol, Talia; McNamara, Annie; Brahms, Lisa – Journal of Museum Education, 2019
This article describes Children's Museum of Pittsburgh's multi-phase approach to developing professional development (PD) for its maker educators. Researchers engaged maker educator staff in research-practice partnerships at each stage of the process, with the intention of supporting maker educators in developing their practice. Grounded in…
Descriptors: Museums, Faculty Development, Theory Practice Relationship, Sociocultural Patterns
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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
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Scanlon, E.; Anastopoulou, S.; Kerawalla, L.; Mulholland, P. – Journal of Computer Assisted Learning, 2011
The Personal Inquiry project is an investigation into the role that technologies can play in enabling effective inquiry. While it is generally agreed that inquiry-based learning has potential for student learning, especially in science, three main challenges remain. The first is to provide effective support for inquiry learning, for both students…
Descriptors: Investigations, Inquiry, Computer Software, Active Learning
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
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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Pasko, Alexander; Adzhiev, Valery; Malikova, Evgeniya; Pilyugin, Victor – Journal of Information Technology Education: Innovations in Practice, 2013
Modern education technologies are destined to reflect the realities of a modern digital age. The juxtaposition of real and synthetic (computer-generated) worlds as well as a greater emphasis on visual dimension are especially important characteristics that have to be taken into account in learning and teaching. We describe the ways in which an…
Descriptors: Educational Technology, Computer Uses in Education, Models, Visual Aids
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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
School Library Journal, 2009
The Notable Children's Videos, Recordings, and Great Interactive Software for Kids lists are compiled annually by committees of the Association for Library Service to Children (ALSC), a division of the American Library Association (ALA). This article presents the lists for 2009 that were released in January during the ALA Midwinter Meeting in…
Descriptors: Childrens Literature, Computer Software, Professional Associations, Library Services
Romero, Juan Suarez – Computers in Libraries, 2010
Public libraries are redefining their roles in order to stay relevant to the needs of the communities they serve. Today, libraries are places where reading meets hands-on learning and where quietness coexists with voices and music. The latest advances in technology for children and teens, specifically, robotics sets and media-rich software, are…
Descriptors: Public Libraries, Educational Technology, Best Practices, After School Programs
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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