Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
MIT Press | 3 |
Author
Elizabeth Losh | 1 |
Harold Abelson, Editor | 1 |
Homer, Bruce D., Ed. | 1 |
Mayer, Richard E., Ed. | 1 |
Plass, Jan L., Ed. | 1 |
Siu-Cheung Kong, Editor | 1 |
Publication Type
Books | 3 |
Collected Works - General | 2 |
Reports - Evaluative | 1 |
Reports - Research | 1 |
Education Level
Elementary Secondary Education | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Policymakers | 1 |
Practitioners | 1 |
Location
Australia | 1 |
China | 1 |
Finland | 1 |
Hong Kong | 1 |
India | 1 |
Israel | 1 |
New Zealand | 1 |
Singapore | 1 |
South Korea | 1 |
Spain | 1 |
Taiwan | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Harold Abelson, Editor; Siu-Cheung Kong, Editor – MIT Press, 2024
In today's digital society, computational thinking (CT) is a critical component of all children's education. In "Computational Thinking Curricula in K-12," editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Educational Policy
Plass, Jan L., Ed.; Mayer, Richard E., Ed.; Homer, Bruce D., Ed. – MIT Press, 2020
This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all…
Descriptors: Game Based Learning, Computer Games, Educational Improvement, Instructional Effectiveness
Elizabeth Losh – MIT Press, 2014
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each…
Descriptors: MOOCs, College Faculty, Learning Management Systems, Educational Technology