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Eichenbaum, Adam; Bavelier, Daphne; Green, C. Shawn – American Journal of Play, 2014
The authors review recent research that reveals how today's video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been…
Descriptors: Video Games, Educational Technology, Cognitive Development, Older Adults
Fan, Tin – Online Submission, 2012
The goal of this study is to understand the effective learning of the iPad and the use of the system to assist elementary-age students with learning. The research literature promotes different types of assistive technology used for learning and suggests a few applications to use for the iPad. Four students with autism learned to use an iPad tablet…
Descriptors: Action Research, Autism, Educational Technology, Assistive Technology
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Lamontagne, Claude; Desjardins, Francois; Benard, Michele – British Journal of Educational Technology, 2007
Managing the pedagogical aspects of the "computational turn" that is occurring within the Humanities in general and the disciplines associated with cognitive science and neuroscience in particular, first implies facing the challenge of introducing students to computation. This paper presents what has proven to be an efficient approach to bringing…
Descriptors: Laboratories, Computer Simulation, Spreadsheets, Humanities
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Basham, K. Lynn; Kotrlik, Joe W. – Journal of Technology Education, 2008
Spatial abilities are fundamental to human functioning in the physical world. Spatial reasoning allows people to use concepts of shape, features, and relationships in both concrete and abstract ways, to make and use things in the world, to navigate, and to communicate. Surgeons, pilots, architects, engineers, mechanics, builders, farmers, trades…
Descriptors: Computer Assisted Design, Educational Technology, Spatial Ability, Grade 9