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Stricker, Andrew, Ed.; Calongne, Cynthia, Ed.; Truman, Barbara, Ed.; Arenas, Fil, Ed. – IGI Global, 2017
Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. "Integrating an Awareness of Selfhood and Society into Virtual Learning" is a pivotal reference source that discusses…
Descriptors: Virtual Classrooms, Internet, Computer Science Education, Computer Games
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed. – IGI Global, 2017
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. "Optimizing STEM Education With Advanced ICTs and Simulations" is an innovative reference source for the latest scholarly research on the integration…
Descriptors: Information Technology, STEM Education, Cooperative Learning, Inquiry
Katz, Adrienne – Jessica Kingsley Publishers, 2016
The internet and mobile devices play a huge role in teenagers' home and school life, and it is becoming more and more important to effectively address e-safety in secondary schools. This practical book provides guidance on how to teach and promote e-safety and tackle cyberbullying with real-life examples from schools of what works and what schools…
Descriptors: Secondary School Students, Child Safety, Internet, Bullying
McPake, Joanna; Plowman, Lydia; Stephen, Christine – British Journal of Educational Technology, 2013
There is a limited literature on pre-school children's experiences with "digital technologies" at home and little discussion of the ways in which children harness these technologies for their own purposes. This paper discusses findings drawn from three studies that investigated the role of "domestic technologies" and…
Descriptors: Foreign Countries, Preschool Children, Computer Games, Educational Technology
Ke, Fengfeng; Abras, Tatiana – British Journal of Educational Technology, 2013
In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…
Descriptors: Algebra, Middle School Students, Learning Disabilities, Computer Games
Dietel, Ron – Kappa Delta Pi Record, 2012
Even as the Internet and i-devices have changed so many parts of people's lives, educational testing has not changed substantially in decades. Though researchers and educators have for years raised ample concerns about existing tests, assessments have barely evolved. Further, despite years of expanded testing and greater school accountability,…
Descriptors: Student Evaluation, Teacher Effectiveness, Accountability, National Competency Tests
Honey, Margaret A., Ed.; Hilton, Margaret, Ed. – National Academies Press, 2011
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential.…
Descriptors: Learning Motivation, Science Education, Science Process Skills, Computer Games
Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
Adamson, Eadie – 1988
This paper provides guidelines and programming commands for using LogoWriter activity cards in game-writing as a way to develop student programming skills. Suggestions are made for the specific activity cards to use, and solutions are provided for some of the problems that were most frequently encountered by the author's students as they worked on…
Descriptors: Class Activities, Computer Games, Computer Software, Microcomputers
Manitoba Dept. of Education, Winnipeg. Computer Services Branch. – 1985
This guide was developed to assist teachers in achieving goals related to the development of computer awareness in students in grades 4-6 in the Canadian province of Manitoba. An overview of the program describes a set of basic concepts, skills, and attitudes relating to computer technology, and provides information on activities that can be used…
Descriptors: Computer Games, Computer Literacy, Discovery Learning, Foreign Countries
Muir, Michael – 1990
Intended for learners with a basic familiarity with the Logo programming language, this manual is designed to introduce them to artificial intelligence and enhance their programming capabilities. Nine chapters discuss the following features of Logo: (1) MAZE.MASTER, a look at robots and how sensors make machines aware of their environment; (2)…
Descriptors: Artificial Intelligence, Computer Games, Computer Software, Educational Strategies
Manitoba Dept. of Education, Winnipeg. Computer Services Branch. – 1985
This guide was developed to assist teachers in achieving goals related to the development of computer awareness in junior high school students in the Canadian province of Manitoba. An overview of the program describes a set of basic concepts, skills, and attitudes relating to computer technology, and provides information on activities that can be…
Descriptors: Computer Games, Computer Literacy, Discovery Learning, Foreign Countries
Okolo, Cynthia M.; And Others – Learning Disabilities Research, 1990
Eighteen learning-disabled high school students who were provided with seven hours of instruction in keyboarding skills made significant gains in keyboarding speed. There were no differential effects between drill-and-practice and game formats on skill acquisition and attitudes, but the game format had a detrimental effect on continuing…
Descriptors: Computer Games, Drills (Practice), High Schools, Keyboarding (Data Entry)
Bethke, Dee; And Others – 1988
This document provides a composite index of the first five sets of software annotations produced by Project SEED. The software has been indexed by title, subject area, and grade level, and it covers sets of annotations distributed in September 1986, April 1987, September 1987, November 1987, and February 1988. The date column in the index…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Computer Software Reviews
Ryba, Ken; Anderson, Bill – 1990
The purpose of this guide is to explain how to use computers to promote the development of effective learning and thinking skills. The emphasis in this discussion of computer assisted instruction is on the social side of learning rather than the technical aspects of using computers. Chapter titles are: (1) "A Strategies Approach to Effective…
Descriptors: Classroom Environment, Computer Assisted Instruction, Computer Games, Databases