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Mintz, Joseph; Branch, Corinne; March, Caty; Lerman, Stephen – Computers & Education, 2012
Of late there has been growing interest in the potential of technology to support children with Autistic Spectrum Disorders (ASD) with social and life skills. There has also been a burgeoning interest in the potential use of mobile technology in the classroom and in the use of such technology to support children with ASD. Building on these…
Descriptors: Special Schools, Design Requirements, Autism, Computer Software
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
Luik, Piret; Mikk, Jaan – Computers & Education, 2008
This paper reports the findings of a study that explored which characteristics of electronic textbooks correlated with knowledge acquisition by learners of different achievement levels. The study was carried out on 35 units of electronic textbooks that were studied by 19 high-achieving and 19 low-achieving students in four Estonian schools. The…
Descriptors: Textbooks, Achievement, Technology Uses in Education, Internet
Salajan, Florin D.; Schonwetter, Dieter J.; Cleghorn, Blaine M. – Computers & Education, 2010
This article analyzes the digital native-digital immigrant dichotomy based on the results of a small-scale study conducted at the University of Toronto, Faculty of Dentistry, regarding students' and faculty members' perceptions toward the implementation of digital learning technologies in the curriculum. The first element chosen for measurement…
Descriptors: Dentistry, Educational Technology, Access to Computers, Access to Information
Ebner, Martin; Holzinger, Andreas – Computers & Education, 2007
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental…
Descriptors: Higher Education, Teaching Methods, Control Groups, Civil Engineering