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Leonard, Jacqueline; Djonko-Moore, Cara M.; Ellington, Roni; Santoro, Anthony; Miller, Mikhail – AERA Online Paper Repository, 2020
This paper highlights the year-one (pilot) findings of a three-year project on emerging technologies where students engaged in computer modeling, 3D printing, flight simulation, and drones during summer camps and afterschool programs in rural and urban districts. The pilot was iterative as different interventions were field-tested in specific…
Descriptors: Elementary School Students, Middle School Students, Computation, Thinking Skills
Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
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
Clark, Kevin; Sheridan, Kimberly – Journal of Educational Multimedia and Hypermedia, 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Descriptors: Mentors, After School Programs, Cooperation, Programming
Johnson, Barbara Z.; King, Elizabeth; Hayes, Elisabeth – Online Submission, 2008
In its second year, the Tech Savvy Girls Project adopted "Teen Second Life" as a platform for interest-driven learning and designed projects and objects around themes important to them and their futures as technology-using, creative people. By using the building tools in an open-ended virtual world, they were able to pursue interests common to…
Descriptors: Females, Computer Uses in Education, Computers, Information Technology
Kafai, Yasmin B., Ed.; Peppler, Kylie A., Ed.; Chapman, Robbin N., Ed. – Teachers College Press, 2009
This book is about the Computer Clubhouse--the idea and the place--that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The Computer Clubhouse makes an…
Descriptors: Creativity, Evaluators, Social Life, Video Games
Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction