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Showing 1 to 15 of 16 results Save | Export
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Abrams, Sandra Schamroth; Van Eck, Richard N. – Journal of Adolescent & Adult Literacy, 2021
Videogames and videogame literacies are an important and growing aspect of education, yet videogaming remains poorly understood and even viewed with suspicion by many who are charged with promoting them. In the case of libraries, such views can lead to insufficient funding and policies that reduce the presence of youth programing that includes…
Descriptors: Video Games, Programming, Play, Libraries
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Mark Sena; Thilini Ariyachandra – Information Systems Education Journal, 2024
The Titanic disaster is a topic that continues to fascinate. As the importance of analytics continues to grow in industry, data literacy skills have become increasingly important in business education. This project allows students to use the passenger data from the Titanic to build their data literacy skills using an engaging, experiential topic.…
Descriptors: Literacy, Teaching Methods, Experiential Learning, Business Education
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Fenty, Nicole S.; Pierce, Abby; Schildwachter, Julia – TEACHING Exceptional Children, 2022
There has been an increased emphasis in recent years on supporting young children with building 21st century literacy skills such as critical thinking and collaboration. Unfortunately, young children with or at risk for disabilities are unlikely to receive access to experiences that build 21st century literacies. Pre-coding activities, which…
Descriptors: Programming, Literacy, Integrated Activities, Early Childhood Education
Roba Hrisseh – ProQuest LLC, 2024
The push to teach coding in schools continues to gain momentum. Coding helps students develop skills in problem-solving, critical thinking, and creativity, as well as improve overall academic performance. However, students with disabilities often face challenges in areas such as problem-solving, mathematics, and multistep reasoning when learning…
Descriptors: Programming, Computer Science Education, Writing Instruction, Literacy
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Scherer, Ronny; Siddiq, Fazilat; Sánchez Viveros, Bárbara – Journal of Educational Psychology, 2019
Does computer programming teach students how to think? Learning to program computers has gained considerable popularity, and educational systems around the world are encouraging students in schools and even children in kindergartens to engage in programming activities. This popularity is based on the claim that learning computer programming…
Descriptors: Meta Analysis, Computer Science Education, Programming, Cognitive Ability
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Cannon, Michelle; Potter, John; Burn, Andrew – Changing English: Studies in Culture and Education, 2018
This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic…
Descriptors: Literacy Education, Literacy, Play, Semiotics
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Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
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Stone, Adam – Critical Inquiry in Language Studies, 2014
The widespread adoption of smartphones and tablet computers have enabled the rapid creation and distribution of innovative American Sign Language (ASL) and written English bilingual ebooks, aimed primarily at deaf and hard-of-hearing children. These sign-print bilingual ebooks are unique in how they take advantage of digital platforms to display…
Descriptors: American Sign Language, English, Bilingual Instructional Materials, Electronic Publishing
Nelson, Jennifer; Braafladt, Keith – ALA Editions, 2012
Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is…
Descriptors: Programming Languages, Time Management, Computer Uses in Education, Public Libraries
Powell, Valerie J. H.; Sirinterlikci, Arif; Zomp, Christopher; Johnson, Randall S.; Miller, Phillip; Powell, James C. – International Association for Development of the Information Society, 2013
This paper updates the efforts to educate blind students in higher education in the digital age and describes how to support the development of mental models in learning through tactile learning and 3D-printing technology. It cites research documenting a drop in Braille literacy along with the growth in use of digital technologies by blind…
Descriptors: Electronic Learning, Educational Technology, Technology Uses in Education, Higher Education
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Dunn, Michael; Browning, Ruth – Learning Disabilities: A Multidisciplinary Journal, 2012
Many schools across the United States and Canada are now implementing response-to-intervention (RTI) as a means to address the needs of students who struggle with reading, writing, or math by using dual discrepancy (i.e., low ability and little to no progress over time with targeted intervention programming) as a means to classify for learning…
Descriptors: Learning Disabilities, Literacy, Foreign Countries, Response to Intervention
Penuel, William R.; Pasnik, Shelley; Bates, Lauren; Townsend, Eve; Gallagher, Lawrence P.; Llorente, Carlin; Hupert, Naomi – Education Development Center, Inc., 2009
Described here is a study on the efficacy of a media-rich curriculum based on the idea that children can learn best from "media synergy," that is, when children have opportunities to learn a focused set of skills by engaging in repeated practice with them in many different formats and media. Participants in this study were low-income…
Descriptors: School Readiness, Learning Readiness, Summative Evaluation, Reading Research
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Ozsevgec, Tuncay – Asia Pacific Education Review, 2011
This paper reports on an investigation into the sophomore and senior preservice teachers' computer literacy in different teacher training programs and to determine relationship between grades and the teacher training programs in terms of their computer literacy. The study used case study research methodology, and the sample consisted of 276…
Descriptors: Preservice Teachers, Research Methodology, Computers, Literacy
Goldsmith, Julie; Jucovy, Linda; Arbreton, Amy – Public/Private Ventures, 2008
This brief presents findings that demonstrate a relationship between key approaches in Communities Organizing to Advance learning (CORAL), an eight-year, $58 million after-school initiative of The James Irvine Foundation, and the academic progress of English learners. Reported findings include: (1) Children who participated in CORAL fit the…
Descriptors: After School Programs, Program Implementation, Programming, Literacy
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Moon, Brian – English in Australia, 2008
"World of Warcraft" is an online computer game with over nine million players, many of them technically-minded young males. A proportion of these young males engage in spontaneous creative writing about their game adventures. They enjoy highly formulaic genres, such as the epic poem, with its complex technical requirements. This has…
Descriptors: Role Playing, Creative Writing, Fantasy, English Teachers
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