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Sebastian Borowicz – Computers in the Schools, 2023
The article deals with the role and impact of advanced technologies on literary education. In the beginning, the author emphasizes fundamentally different cognitive objectives of empirical science and humanities. In the authors' opinion, the current scientification of the humanities leads to the domination of a single type of knowledge based on…
Descriptors: Literacy Education, Technology Uses in Education, Computer Simulation, Thinking Skills
Gulnoza Yakubova; Melissa A. Defayette; Briella Baer Chen; Anthony L. Proulx – Review Journal of Autism and Developmental Disorders, 2023
The purpose of this systematic review of literature was to synthesize research on interventions that used augmented reality (AR) to teach academic skills to students with autism spectrum disorder (ASD) and intellectual and developmental disabilities (IDD). Eight studies published between 2007 and 2020 were included in the synthesis. These studies…
Descriptors: Computer Simulation, Students with Disabilities, Autism Spectrum Disorders, Intellectual Disability
Pan, Zilong; López, Mary Frances; Li, Chenglu; Liu, Min – Research in Learning Technology, 2021
Augmented reality (AR) as an emerging technology has gradually been incorporated into educational contexts; however, the cases that incorporate AR into early childhood contexts are underrepresented and especially scant in the literacy domain. Aiming to measure the impact of AR on early childhood learning and motivation in the literacy domain, this…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Preschool Education
Nelson, Elizabeth L.; Perry, Mia; Rogers, Theresa – Journal of Literacy Research, 2020
In this Insights essay, we propose a new concept of "offlineness" that builds on current language around digital practices, yet addresses an element of young people's experience that is not adequately represented in current research or educational discourse. This work is informed by a recent cross-national arts-based research project…
Descriptors: Discourse Analysis, Technological Literacy, Computer Mediated Communication, Literacy
Hutchison, Amy – Reading Teacher, 2018
Evolving digital technologies provide opportunities to engage students in activities that go beyond print-based reading and writing and help them develop skills for reading, writing, and communicating with digital technology. Virtual reality apps are a rapidly emerging form of digital technology that provides immersive experiences in real or…
Descriptors: Computer Simulation, Teaching Methods, Sensory Experience, Literacy Education
Harvey, Miles; Deuel, Adrianna; Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2020
In an eighth-grade English language arts class, 100 students used virtual reality headsets, augmented reality--capable smartphones, tablets, desktop computers, online scavenger hunts, and print-based texts as an introduction to William Shakespeare's life and works. The authors highlight the need for educators to offer multimodal instruction that…
Descriptors: English Literature, Language Arts, Computer Simulation, Audio Equipment
Zhen, Fubiao; Tong, Fuhui – AERA Online Paper Repository, 2023
This study examined the effectiveness of a literacy-infused science (LIS) intervention on science learning of ELs from rural schools in the U.S.-Mexico border area. The intervention consists of teacher-level virtual professional development (VPD) and virtual mentoring and coaching (VMC), as well as a student-level LIS curriculum. Results from…
Descriptors: Rural Schools, Intervention, Science Instruction, Science Teachers
Irby, Beverly J.; Tong, Fuhui; Lara-Alecio, Rafael; Tang, Shifang; Guerrero, Cindy; Wang, Zhuoying; Zhen, Fubiao – Science Insights Education Frontiers, 2021
In this empirical study we examined the effect of a literacy-infused science intervention on fifth grade economically challenged students' science achievement in the curriculum-based and standardized assessments. A total of 27 treatment students and 20 comparison students from two intermediate schools in a rural district in South Texas in the…
Descriptors: Rural Schools, Low Income Students, Science Achievement, Science Instruction
Burnett, Cathy; Merchant, Guy – Journal of Literacy Research, 2016
Rich and complex meaning making experiences, such as those associated with virtual play, sit uneasily with the view of literacy reflected in and sustained by current systems of accountability in education. This article develops a baroque perspective as a way of destabilizing the "regime of truth" associated with simple models of…
Descriptors: Elementary School Students, Foreign Countries, Postmodernism, Teaching Methods
Abdallah, Mahmoud M. S. – Online Submission, 2021
Computer-Assisted Language Learning (CALL) for 4th Year EFL Student Teachers is a complementary language teaching methodology course, with a specific focus on computer-assisted language learning approaches, methods, techniques and procedures as well as the computer-based tools, devices, applications and facilities that can be used to facilitate…
Descriptors: Computer Assisted Instruction, Handheld Devices, Telecommunications, Second Language Learning
Yang, Shizhou – International Journal of Virtual and Personal Learning Environments, 2018
Recently, Cosmopolitan English and Transliteracy won the 2018 Research Impact Award from the Conference on College Composition and Communication (CCCC), the largest international organization that specializes in the teaching and studies of composition. This recognition seems to signal a turn to transliteracy education, i.e., English writing…
Descriptors: Writing Instruction, Literacy, English (Second Language), Second Language Learning
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Meletiadou, Eleni, Ed. – IGI Global, 2023
Recent evolutions, such as pervasive networking and other enabling technologies, have been increasingly changing human life, knowledge acquisition, and the way works are performed and students learn. In this societal change, educational institutions must maintain their leading role. They have therefore embraced digitally enhanced learning to…
Descriptors: Educational Change, Educational Technology, Technology Uses in Education, Student Needs
Karchmer-Klein, Rachel, Ed.; Pytash, Kristine E., Ed. – IGI Global, 2020
Online education has become a prevalent means of program and course delivery, especially within teacher education programs. However, the lack of preparation in online design is concerning, especially in the field of teacher education where the focus is preparing preservice and practicing teachers to implement effective, evidence-based…
Descriptors: Literacy Education, Electronic Publishing, Practicums, Reflective Teaching
Marsh, Jackie – Journal of Research in Reading, 2014
This paper reports on a study of the purposes for literacy discernible in young children's use of the virtual world, "Club Penguin." Twenty-six children aged between 5 and 11 took part in semi-structured interviews in which their use of virtual worlds was explored. Further, three 11-year-old children were filmed using "Club…
Descriptors: Literacy Education, Educational Technology, Clubs, Semi Structured Interviews
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