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Jenkins, Henry – Educational Leadership, 2005
Statistics reveal that students spend more time on electronic games than on any other recreational activity and 32% admit to playing them during class. The gaming revolution contains lessons for teachers, and understanding the pedagogical potential of computer and video games and developing curriculum that supports the educational use of…
Descriptors: Video Games, Teaching Methods, Computer Uses in Education, Curriculum Development

Miller, Larry; Olson, John – Educational Leadership, 1995
A decade of Canadian research shows that teachers' prior practices influence how technology will be used. There may be trade-offs (in valuable activities) when using new technologies. Teachers often ascribe disproportionate power to computers, allow kids to work on programs with little supervision, and overlook "mouse wars" between…
Descriptors: Computer Uses in Education, Curriculum Development, Educational Technology, Elementary Secondary Education

DeCoker, Gary – Educational Leadership, 2000
Realizing he had learned persistence and proficiency for solving software glitches in nontechnical settings, a computer-literate teacher argues that technology should not be elevated at curriculum's expense. Technology is only a means toward achieving educational objectives set for students. (MLH)
Descriptors: Computer Uses in Education, Curriculum Development, Educational Objectives, Educational Technology