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Santiago de Roock, Roberto – International Journal of Social Research Methodology, 2020
Analysis of social action has increasingly considered the place of 'things' in recent years, including seeing objects (both physical and digital) as co-participants in social interaction, systems, and the research process. This article argues that video ethnography is well positioned to address such considerations including, with some…
Descriptors: Ethnography, Video Technology, Semiotics, Literacy
Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Research, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Computer Simulation, Handheld Devices, Computer Uses in Education, Robotics
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
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
Adedokun, Omolola; Parker, Loran Carleton; Loizzo, Jamie; Burgess, Wilella; Robinson, J. Paul – Science Scope, 2011
One school offers zipTrips as an alternative to actual field trips taken outside of school. ZipTrips are web- and broadcast-delivered electronic field trips that include online videos, lesson plans, and a live, 45-minute interactive program consisting of four core components: an in-studio audience, live interaction with scientists, prerecorded…
Descriptors: Video Technology, Field Trips, Integrated Activities, Audiences
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
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
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

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