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Showing 1 to 15 of 31 results Save | Export
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Edwards, Susan – Learning, Media and Technology, 2021
Digital play is a pedagogical construct used in early childhood to explain young children's engagement with technologies. Digital play draws upon theories of play to explain young children's learning with technologies. This paper proposes the further development of digital play by examining how the digital aspect of digital play may also be…
Descriptors: Young Children, Play, Early Childhood Education, Computer Oriented Programs
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Decuypere, Mathias – Learning, Media and Technology, 2019
Apps are becoming increasingly important in education. However, critical educational research has hardly ever undertaken up-close analyses of educational apps. This article provides an extensive analysis of one 'learning to code' app called Grasshopper. Drawing from the field of Science and Technology Studies, the article adopts a theoretical…
Descriptors: Computer Software, Educational Technology, Coding, Web Sites
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Siegle, Del – Gifted Child Today, 2023
This article explores the potential uses of AI in gifted education programs. Gifted students often have unique learning characteristics and require specialized program services. The use of AI can provide advanced content, personalized learning, creative writing and image manipulation, critical thinking and problem-solving, collaboration, research…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Gifted Education
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Hamilton, Edward C. – Digital Education and Learning, 2016
In identifying a logic of commodification, commercialization, and automation as the essence of educational technology, critics of online education partake in a well-established tradition, stretching from Plato's declamations against writing in the "Phaedrus" to post war worries that television prophesied the era of the automatic student…
Descriptors: Automation, Educational History, Electronic Learning, Educational Technology
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Smith, Bryan – Journal of Curriculum and Pedagogy, 2016
The current generation of students live and learn within a pedagogical milieu saturated by digital technologies. Curriculum scholars have not ignored this, theorizing and critiquing the ways that technology both affords and limits opportunities for students. Notably absent from this conversation, however, is a consideration of how the technologies…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Hamilton, Edward C. – Digital Education and Learning, 2016
By the late 1990s, the evangelical discourse had displaced any sense that online education could be something other than a means of totalizing reform. The opposition between technology and tradition cut off a line of development through which conventional modes of education could be embodied in technology. Online education's adoption as a…
Descriptors: Educational History, Electronic Learning, Coding, Educational Change
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Hagge, Julia – Gifted Child Today, 2017
Digital technology offers new possibilities for children to play, express themselves, learn, and communicate. A recent development in online practice is a shift toward youth engaged in computer programming online communities. Programming is argued to be the new literacy of the millennium. In this article, I examine the use of Scratch, an online…
Descriptors: Programming, Technological Literacy, Early Adolescents, Academically Gifted
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Bozkurt, Gulay; Ruthven, Kenneth – Educational Studies in Mathematics, 2017
This study examines the classroom practice and craft knowledge underpinning one teacher's integration of the use of GeoGebra software into mathematics teaching. The chosen teacher worked in an English secondary school and was professionally well regarded as an accomplished user of digital technology in mathematics teaching. Designed in accordance…
Descriptors: Teacher Competencies, Knowledge Base for Teaching, Computer Software, Educational Technology
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Kafai, Yasmin B.; Burke, Quinn – Educational Psychologist, 2015
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Literature Reviews
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Edwards, Richard – Learning, Media and Technology, 2015
Openness has a long genealogy in education. Whether through the use of post, radio, television and digital technologies, extending learning opportunities to more and a wider range of people has been a significant aspect of educational history. Transcending barriers to learning has been promoted as the means of opening educational opportunities in…
Descriptors: Open Education, Educational Technology, Educational Opportunities, Open Source Technology
Project Tomorrow, 2018
A key finding from the Speak Up Research Project findings is the increasing use of digital content, tools, and resources in the classroom to level the in-school playing field and empower the acquisition of those new skills by all students. Significant within this environment today is a seemingly universal agreement about the value of students…
Descriptors: Educational Technology, Technology Uses in Education, Coding, Programming
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Gray, Colin M.; Howard, Craig D. – Journal of Learning Design, 2015
"Designerly Talk in Non-Pedagogical Social Spaces" (Gray and Howard, 2014) is a paper on a study that was conducted as an early attempt to understand the kinds of talk students engaged in outside of the formal curriculum in student-run communities that enhanced their design learning. While the paper has only been available for a…
Descriptors: Social Media, Computer Mediated Communication, Interpersonal Communication, Interaction
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Miyagawa, Tetsuya; Yamagishi, Yoshio; Mizuno, Shun – Interactive Learning Environments, 2013
"Walk Rally" (WR), an orienteering-like recreation game, is common, especially in Japan. Numerous trials to combine WR with educational activities are being carried out by some educators. However, participants are always at the risk of straying and subjected to various accidents during the WR. We developed a WR support system based on…
Descriptors: Foreign Countries, Recreational Activities, Telecommunications, Handheld Devices
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Xin, Cindy – Journal of Distance Education, 2012
This conceptual paper critiques the popular Community of Inquiry framework (CoI) that is widely used for studying text-based asynchronous online discussion (Garrison, Anderson, & Archer, 2000). It re-examines the three main aspects of CoI (cognitive presence, social presence, and teaching presence) and their relationship, and further highlights…
Descriptors: Group Discussion, Interpersonal Relationship, Computer Mediated Communication, Leadership
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Wu, Hsin-Kai; Wu, Pai-Hsing; Zhang, Wen-Xin; Hsu, Ying-Shao – Science Education, 2013
Drawing upon the literature in computational modeling, multivariable reasoning, and causal attribution, this study aims at characterizing multivariable reasoning practices in computational modeling and revealing the nature of understanding about multivariable causality. We recruited two freshmen, two sophomores, two juniors, two seniors, four…
Descriptors: College Students, Thinking Skills, Logical Thinking, Semi Structured Interviews
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