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Rachel F. Adler; Devorah Kletenik – Journal of Postsecondary Education and Disability, 2023
While more universities are including IT accessibility in their computer science programs for undergraduate and graduate students, there is little accessibility training available for K-12 teachers. We created an intervention through which postsecondary students had opportunities to experience five computer games with a simulated impairment…
Descriptors: Elementary Secondary Education, Postsecondary Education, Computer Science Education, College Students
Adanali, Rukiye – Review of International Geographical Education, 2021
Knowledge of geography is one of the main elements in solving problems such as urbanization, socio-economic inequalities, disease, migration, natural disasters. It is also seen that importance is given to the acquisition of geographical skills in educational programs. The spatial thinking skill that provides geospatial information is a geographic…
Descriptors: Educational Games, Computer Games, Game Based Learning, Geographic Information Systems
Hobbs, Laura; Fogg-Rogers, Laura – School Science Review, 2019
Three projects that use evidence- and research-based practice to engage and support three under-served audiences -- children with special educational needs (Science Hunters -- Lancaster University), young carers (Young Carer Chemistry Workshops at Cotton On -- Science from the Start) and girls and women in engineering (Women Like Me -- UWE…
Descriptors: Foreign Countries, Science Instruction, STEM Education, Disproportionate Representation
Fowler, Samuel; O'Keeffe, Lisa; Cutting, Chelsea; Leonard, Simon – Australian Primary Mathematics Classroom, 2019
Understanding spatial reasoning is important to success in mathematics. This article shows how the proficiency strands in the "Australian Curriculum: Mathematics" provide the tools needed for effective teaching and learning of spatial thinking.
Descriptors: Spatial Ability, Thinking Skills, Mathematics Instruction, Mathematics Achievement
Nigaglioni, Irene – Childhood Education, 2017
Although mobile applications and games often seem isolating and somewhat stationary, last year's augmented reality (AR) gaming craze Pokémon Go demonstrated how technology has the potential to promote socialization, collaboration, and physical activity while still engaging users. Pokémon Go's use of AR technology, which superimposes…
Descriptors: Educational Environment, Computer Games, Technology Uses in Education, Educational Games
Southgate, Erica; Budd, Janene; Smith, Shamus – Australian Journal of Teacher Education, 2017
Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Sardone, Nancy B. – International Association for Development of the Information Society, 2017
This article reports on teacher candidates' use of e-learning tools and activities designed for their future students. Candidates offered comments to give an idea of the strengths and challenges of each. Suggestions are made for teacher educators on the types of technology-integrated activities that lend themselves to both traditional and…
Descriptors: Teaching Methods, Cartoons, Social Studies, Teacher Educators
Annetta, Leonard; Burton, Erin Peters; Frazier, Wendy; Cheng, Rebecca; Chmiel, Margaret – Science Scope, 2012
As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National Science Education Standards (NRC 1996) and integrating the three dimensions of "A Framework for K-12…
Descriptors: Science Instruction, Elementary Secondary Education, Science Activities, Educational Technology
Yamaguchi, Ryoko; Hall, Adam – National Center for Education Research, 2017
Between 2002 and 2014, the Institute of Education Sciences (Institute) supported over 400 projects focused on education technology through the National Center for Education Research (NCER) and the National Center for Special Education Research (NCSER). The majority of this work has been funded through Education Technology research topics of NCER…
Descriptors: Educational Technology, Educational Research, Research Projects, Public Agencies
Richardson, Will – District Administration, 2012
The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…
Descriptors: Games, Attitude Change, Instructional Effectiveness, Educational Environment
LeCompte, Karon; Moore, Brandon; Blevins, Brooke – Research in the Schools, 2011
iCivics, a free online, civics education program created by Supreme Court Justice Sandra Day O'Connor, is aligned to state and national standards to teach core civics content. The research question for this study is: Does spending at least 30 minutes on the iCivics interactive web site 2 times per week improve student scores on a civics test? A…
Descriptors: National Standards, Citizenship, Civics, Pretests Posttests
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Meira, A. – New Media Consortium, 2012
This report reflects a collaborative research effort to help inform Brazilian educational leaders about significant developments in technologies supporting teaching, learning, and creative inquiry in primary and secondary education. In an effort that ran from August through October 2012, a carefully selected group of 30 experts considered hundreds…
Descriptors: Foreign Countries, Elementary Secondary Education, Educational Technology, Technology Uses in Education
Hunter, Elizabeth M.; Jordan, Hope M. – Journal on School Educational Technology, 2009
This paper addresses both the need and benefit of using technology in our K-12 and higher education settings. It also provides suggestions and samples for application of modern technology in schools. Teachers will be challenged to advance their lessons using technology that students are already familiar with and using in their personal lives.…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Interactive Video

Subrahmanyam, Kaveri; Kraut, Robert E.; Greenfield, Patricia M.; Gross, Elisheva F. – Future of Children, 2000
Research on the effects of home computer use on children's development indicates that: computer access increases total time spent with the television or computer rather than other activities; computer games can build computer literacy; home computer use slightly increases academic performance; increased Internet use may increase loneliness and…
Descriptors: Child Development, Cognitive Development, Computer Games, Computers
Weaver, Dave; Pollard, Jim – 1989
These three volumes list and describe a total of 65 new educational software products. The lists are the result of February and September 1988 polls of 10 computer coordinators from large educational software preview centers and evaluation agencies, who were asked to identify new products they had seen which, in their professional opinion, were…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Simulation
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