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Showing 1 to 15 of 16 results Save | Export
Rose Wambui Irungu – ProQuest LLC, 2022
In the education sector, teachers are often faced with an influx of technology, and various factors affect how and when to use it (perceived usefulness). Various research showed that teachers with high self-efficacy perform better in the classroom, and their students achieve greater gain compared to teachers with low self-efficacy. Additionally,…
Descriptors: Technology Integration, High School Teachers, Technology Uses in Education, Self Efficacy
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Chih-Wei Wang; Amanda D. Sainz; Glenda L. Rose; Mary V. Alfred – Adult Literacy Education, 2024
This qualitative study investigated the status of technology integration in Texas adult education and literacy classrooms from the perspective of program directors. Researchers conducted 15 semi-structured interviews to learn about technology integration. The findings revealed that available technology resources, teaching and integrating digital…
Descriptors: Administrators, Administrator Attitudes, Technology Integration, Adult Education
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Lee, Yee Ming; Kwon, Junehee; Park, Eunhye; Wang, Yujia; Rushing, Keith – Journal of Child Nutrition & Management, 2017
Purpose/Objectives: This study investigated the use of electronic and paper-based point-of-service (POS) systems in school nutrition programs (SNPs), including associated challenges and the desired skills and existing training practices for personnel handling such systems. Methods: A questionnaire was developed based on interviews with 25 SNP…
Descriptors: Nutrition, Health Programs, Questionnaires, Administrators
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Kearns, Devin M.; Fuchs, Douglas; McMaster, Kristen L.; Saenz, Laura; Fuchs, Lynn S.; Yen, Loulee; Meyers, Coby; Stein, Marc; Compton, Donald; Berends, Mark; Smith, Thomas M. – Journal of Research on Educational Effectiveness, 2010
Factors were explored that predicted whether teachers sustained the use of a validated reading intervention. Seventy-three teachers from 37 schools in 3 states were asked in interviews whether they continued to use Kindergarten Peer Assisted Learning Strategies (KPALS) 1 year after their involvement in the program. A logistic regression model was…
Descriptors: Learning Strategies, Kindergarten, Teacher Attitudes, Peer Teaching
Ramaswami, Rama – Campus Technology, 2011
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Descriptors: Foreign Countries, Computer Software, Technical Support, Computer Uses in Education
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Demski, Jennifer – T.H.E. Journal, 2010
The new faces on the help desk are younger, work for cheap, and may be the tech savviest in the building. This article describes how two IT training programs are teaching students valuable technology skills while providing schools with a much-needed lift to their troubleshooting teams. The programs--Generation YES and Mouse Squad--put students at…
Descriptors: Middle School Students, High School Students, Information Technology, Elective Courses
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Stewart, Barbara; Hutchins, Holly M.; Ezell, Shirley; De Martino, Darrell; Bobba, Anil – Innovations in Education and Teaching International, 2010
Case study methodology was used to describe the challenges experienced in the development of a virtual component for a freshman-level undergraduate course. The purpose of the project was to use a virtual environment component to provide an interactive and engaging learning environment. While some student and faculty feedback was positive, this…
Descriptors: Computer Simulation, Online Courses, Virtual Classrooms, Electronic Learning
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Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul – Journal of Educational Computing Research, 2010
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…
Descriptors: Virtual Classrooms, Instructional Design, Computer Simulation, Simulated Environment
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Rosen, Yigal; Beck-Hill, Dawne – Journal of Research on Technology in Education, 2012
This study provides a comprehensive look at a constructivist one-to-one computing program's effects on teaching and learning practices as well as student learning achievements. The study participants were 476 fourth and fifth grade students and their teachers from four elementary schools from a school district in the Dallas, Texas, area. Findings…
Descriptors: Foreign Countries, Constructivism (Learning), Reading Achievement, Educational Benefits
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Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny – Journal of Educational Computing Research, 2010
In the study of the Technology Immersion model, high-need middle schools were "immersed" in technology by providing laptops for each teacher and student, instructional and learning resources, professional development, and technical and pedagogical support. This article reports third-year findings for the teacher component of the…
Descriptors: Class Activities, Middle Schools, Technology Integration, Educational Technology
Panettieri, Joseph C. – Campus Technology, 2006
Simplifying and securing an IT infrastructure is not easy. It frequently requires rethinking years of hardware and software investments, and a gradual migration to modern systems. Even so, writes the author, universities can take six practical steps to success: (1) Audit software infrastructure; (2) Evaluate current applications; (3) Centralize…
Descriptors: Information Technology, Universities, Audits (Verification), Computer Software
Shapley, Kelly; Maloney, Catherine; Caranikas-Walker, Fanny; Sheehan, Daniel – Texas Center for Educational Research, 2008
The Technology Immersion Pilot (TIP), created by the Texas Legislature in 2003, called for the Texas Education Agency (TEA) to establish a pilot project to "immerse" schools in technology by providing a wireless mobile computing device for each teacher and student, technology-based learning resources, training for teachers to integrate…
Descriptors: Middle Schools, Public Schools, Technology Integration, Academic Achievement
Texas Center for Educational Research, 2007
The Technology Immersion Pilot (TIP), a project sponsored by the Texas Education Agency (TEA), leverages federal Title II, Part D funds to support a wireless learning environment for high-need middle schools. A concurrent research project funded by a federal Evaluating State Educational Technology Programs grant is evaluating whether student…
Descriptors: Middle Schools, Public Schools, Technology Integration, Academic Achievement
Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny; Huntsberger, Briana – Texas Center for Educational Research, 2007
The Technology Immersion Pilot (TIP), a project sponsored by the Texas Education Agency (TEA), leverages federal Title II, Part D funds to support a wireless learning environment for high-need middle schools. A concurrent research project funded by a federal Evaluating State Educational Technology Programs grant is evaluating whether student…
Descriptors: Middle Schools, Public Schools, Technology Integration, Academic Achievement
Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine – Texas Center for Educational Research, 2006
The Texas Education Agency (TEA) used Title II, Part D monies to fund a wireless learning environment for high-need middle schools through the Technology Immersion Pilot (TIP). A concurrent research project funded by a federal Evaluating State Education Technology Programs grant is scientifically evaluating whether student achievement improves…
Descriptors: Middle Schools, Public Schools, Technology Integration, Academic Achievement
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