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EdChoice, 2023
This poll was conducted between March 24-April 5, 2023 among a national sample of 1,000 Teens. The interviews were conducted online and the data were weighted to approximate a target sample of Teens based on gender, age, race, and region. Among the key findings are: (1) Over 40 percent of teens have heard either a lot or some about ChatGPT, while…
Descriptors: Student Attitudes, Educational Attitudes, Gender Differences, Age Differences
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Giordano, Andrea N.; Christopher, Casey R. – Journal of Chemical Education, 2020
The Spring 2020 semester will be marked in our history as one of the most challenging semesters for higher education, although through the adversity, we were presented with opportunities for classroom innovation. A reflective account of the teaching insights gained from implementing a COVID-19 miniunit and utilizing remote oral examinations is…
Descriptors: Best Practices, Teaching Methods, COVID-19, Pandemics
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Pløhn, Trygve; Louchart, Sandy; Aalberg, Trond – Electronic Journal of e-Learning, 2015
Pervasive gaming is a reality-based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players' everyday life. In recent years much research has been done on pervasive gaming and its potential applications towards specific domains. Pervasive games have been effective with regards to…
Descriptors: Story Telling, Foreign Countries, Video Games, Computer Software
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Bickford, J. H., III – History Teacher, 2010
This paper is based on three beliefs. First, technology can engage and challenge students' thinking. Second, technology can assist students in creating quality work. Finally, computer-generated student-work can be used as educational tools in productive ways that other student-work cannot. This article suggests new ways to use old technologies to…
Descriptors: Computer Uses in Education, Computer Software, Internet, Current Events