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Johnson, Denise – Journal of Adolescent & Adult Literacy, 2010
The purpose of this article is to explore the motivation for and content of young adult author's blogs and the potential use of these blogs for teaching and learning the English language arts and 21st-century literacy skills. (Contains 1 table and 2 figures.)
Descriptors: Adolescent Literature, Web Sites, Electronic Publishing, Young Adults
Mechling, Linda; O'Brien, Eileen – Education and Training in Autism and Developmental Disabilities, 2010
This study investigated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to push a "request to stop bus signal" and exit a city bus in response to target landmarks. A multiple probe design across three students and one bus route was used to evaluate effectiveness of…
Descriptors: Maintenance, Bus Transportation, Mental Retardation, Young Adults
McFarland, Joel; Hussar, Bill; Zhang, Jijun; Wang, Xiaolei; Wang, Ke; Hein, Sarah; Diliberti, Melissa; Cataldi, Emily Forrest; Mann, Farrah Bullock; Barmer, Amy – National Center for Education Statistics, 2019
The Condition of Education is a congressionally mandated annual report summarizing important developments and trends in education using the latest available data. The 2019 Condition of Education report presents 48 indicators on topics ranging from prekindergarten through postsecondary education, as well as labor force outcomes and international…
Descriptors: Preschool Education, Kindergarten, Elementary Secondary Education, Family Characteristics
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Muir, Kristy; Mullan, Killian; Powell, Abigail; Flaxman, Saul; Thompson, Denise; Griffiths, Megan – Australian Government Department of Education, Employment and Workplace Relations, 2009
This report presents a comprehensive picture of how young Australians are faring by bringing together data from a variety of sources and drawing on the comments of young people themselves. Overall the report presents a positive picture, showing how important young people are to this country and why it makes good economic and social sense for…
Descriptors: Foreign Countries, At Risk Persons, Disabilities, Socioeconomic Status
Kambouri, Maria; Thomas, Siobhan; Mellar, Harvey – Learning, Media & Technology, 2006
Runner is a high-quality educational game designed by the University for Industry (UfI/"learndirect") to attract young adults who find learning in formal educational contexts difficult. A case study evaluation of this novel application of an adventure game genre to literacy learning is discussed, based on observations and interviews in…
Descriptors: Young Adults, Literacy Education, Adult Literacy, Case Studies

Moni, Karen B.; Jobling, Anne – International Journal of Disability, Development and Education, 2001
Following an examination of the ways in which literacy is taught in the Literacy and Technology Hands-On (LATCH-ON) project at the University of Queensland, Australia, this article describes some of the reading-related literacy learning of 17 young adults with Down syndrome who participated in the 2-year course. (Contains references.) (CR)
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Downs Syndrome, Educational Technology