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Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
Perez-Paredes, Pascual; Alcaraz-Calero, Jose M. – ReCALL, 2009
Although "annotation" is a widely-researched topic in Corpus Linguistics (CL), its potential role in Data Driven Learning (DDL) has not been addressed in depth by Foreign Language Teaching (FLT) practitioners. Furthermore, most of the research in the use of DDL methods pays little attention to annotation in the design and implementation…
Descriptors: Adolescents, Multilingualism, Internet, Second Language Instruction
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Jones, Marshall G. – 1999
This paper reports the findings of an ongoing study of engagement in computer-based learning environments. The purpose of the study was to look at what engages people in computer games and to see how those patterns of engagement might be used within computer-based learning environments. The age of participants ranged from four to adulthood.…
Descriptors: Adolescents, Adults, Children, Computer Games

Wangberg, Elaine G. – Computers in the Schools, 1986
Describes the development and pilot testing of an interactive software lesson series designed to increase reading and writing abilities of illiterate adults and adolescents. Results of pilot studies of the High Quality Educational Program indicate the microcomputer approach to instruction combined with appropriate software offers a promising tool…
Descriptors: Academic Achievement, Adolescents, Adult Literacy, Adults
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers