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Psycharis, Sarantos – Computers & Education, 2011
Contemporary instructional approaches expect students to be active producers of knowledge. This leads to the need for creation of instructional tools and tasks that can offer students opportunities for active learning. This study examines the effect of a computational experiment as an instructional tool-for Grade 12 students, using a computer…
Descriptors: Computer Simulation, Physics, Discovery Learning, Active Learning
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Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
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Kelley, Todd R. – Journal of Technology Education, 2008
Since the publication of the Standards for Technological Literacy in 2000 (ITEA), there have been a number of new programs developed that are designed to teach pre-engineering. Project Lead the Way (PLTW) is one such program. Project Lead the Way boasts serving over 1250 schools in 44 states and teaching over 160,000 students. Another program is…
Descriptors: Cognitive Processes, Technological Literacy, Technology Education, Problem Solving