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Ruffalo Noel Levitz, 2021
High school students nationwide spent the whole academic year fully online or in and out of a cobbled together hybrid format. While these students are digital naturals, they were asked to do even more online and lost opportunities to engage traditional in-person milestones like prom, graduation, and college visits. After a year of "Zooming it…
Descriptors: High School Students, COVID-19, Pandemics, Educational Technology
Wargo, Jon M. – Educational Studies: Journal of the American Educational Studies Association, 2018
Tracing the acoustic ecologies of urban education through a topography of phenomena, this article considers how sound operates as more than paratext to the institutional structures, forms, and mechanisms of teaching and learning. Combining perspectives from phenomenology, feminist new materialisms, and sound studies, the article traces the…
Descriptors: Acoustics, Urban Education, Auditory Stimuli, Equal Education
Ruffalo Noel Levitz, 2019
Digital engagement is the most important strategy for engaging Generation Z, but what are the right solutions and strategies to maximize engagement with this crucial target market? Which approaches align with the expectations of the students colleges are trying to reach? And more importantly, how can a college make its institution's unique brand…
Descriptors: High School Students, Student Recruitment, College Choice, Search Strategies
Ruffalo Noel Levitz, 2018
The "2018 E-Expectations Trend Report" provides institutions with insights from high school juniors and seniors so institutions can engage and inform them wherever they interact with an institution online. This report answers key questions such as: (1) How do students rank admissions resources institutions provide, from most valuable to…
Descriptors: College Choice, High School Students, High School Seniors, Expectation
Smith, Rachel S., Ed. – New Media Consortium, 2007
The conference proceedings include the following papers: (1) The Arts Metaverse in Open Croquet: Exploring an Open Source 3-D Online Digital World (Ulrich Rauch and Tim Wang); (2) Beyond World of Warcraft: the Universe of MMOGs (Ruben R. Puentedura); (3) ClevelandPlus in Second Life (Wendy Shapiro, Lev Gonick, and Sue Shick); (4) Folksemantic:…
Descriptors: Conferences (Gatherings), Medical Education, Teaching Methods, Art