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Arthanat, Sajay; Curtin, Christine; Kontak, David – Journal of Occupational Therapy, Schools & Early Intervention, 2015
Mainstream technologies are widely being employed in inclusive and special education classrooms to accommodate the learning needs of students. As the evidence of their effectiveness evolves, educators and school-based therapists need tools and documentable strategies for their implementation. This research presents an evaluation protocol to guide…
Descriptors: Educational Technology, Technology Uses in Education, Developmental Disabilities, Handheld Devices
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Hansen, Lisa; Sanders, Stephen W. – Strategies: A Journal for Physical and Sport Educators, 2012
Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…
Descriptors: Physical Education, Physical Activities, Children, Teacher Educators
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Broza, Orit; Kolikant, Yifat Ben-David – ZDM: The International Journal on Mathematics Education, 2015
The study set out to discover what characterizes the meaningful learning of mathematics among low-achieving students (LAS) and to highlight the challenges their characteristics pose for scaffolding, in particular for its adaptive core: contingent teaching. The setting was an extracurricular program for teaching meaningful mathematics to LAS…
Descriptors: Elementary School Mathematics, Grade 5, Mathematics Instruction, Mathematics Achievement
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Stenliden, Linnea – Journal of Information Technology Education: Research, 2013
Handling the vast amounts of data and information available in contemporary society is a challenge. Geovisual Analytics provides technology designed to increase the effectiveness of information interpretation and analytical task solving. To date, little attention has been paid to the role such tools can play in education and to the extent to which…
Descriptors: Foreign Countries, Computer Uses in Education, Elementary School Students, Public Schools
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Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
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Blood, Erika; Johnson, Jesse W.; Ridenour, Lindsey; Simmons, Karen; Crouch, Starline – Education and Treatment of Children, 2011
A ten year-old boy exhibiting frequent off-task and disruptive behavior during small group math instruction was taught to use an iPod Touch for video modeling and self-monitoring purposes. A single-subject changing conditions (A-B-BC) design was used to investigate the differential effects of video modeling versus a combination of video modeling…
Descriptors: Video Technology, Intervention, Intervals, Modeling (Psychology)
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Houge, Timothy T.; Geier, Constance – Journal of Adolescent & Adult Literacy, 2009
To date, nearly all one-to-one literacy instruction is delivered in person, often in university-based reading clinic settings. This traditional tutoring format, however, has not met the needs or fit the schedules of many adolescents. Distance technology, accompanied with research that confirms literacy instructional components do remain intact,…
Descriptors: Spelling, Literacy, Tutoring, Teaching Methods
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education