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Ruffalo Noel Levitz, 2023
High school students have been through profound changes and challenges in the last three years. The experiences of the pandemic, lockdowns, virtual classes, and economic and social disruptions have had tremendous--and possibly lasting--impacts on them. As they prepare to enroll in college, have those experiences changed how they search for…
Descriptors: High School Students, College Bound Students, Grade 10, Grade 11
Stoeckel, Marta R. – Science Teacher, 2018
Along-standing energy lab involves dropping bouncy balls and measuring their rebound heights on successive bounces. The lab demonstrates a situation in which the mechanical energy of a system is not conserved. Although students enjoyed the lab, the author wanted to deepen their thinking about energy, including the connections to motion, with a new…
Descriptors: Energy, Science Instruction, Scientific Concepts, Misconceptions
James Cercone – English Journal, 2017
This article details how English classrooms might be reconceptualized as content creation sites where digital video (DV) composing enhances workshop approaches to English instruction. The author draws from a year-long study of a technology-rich twelfth-grade English classroom designed as a DV workshop at a diverse first-ring suburban school…
Descriptors: English Instruction, Video Technology, Workshops, Technology Uses in Education
Salen, Katie; Torres, Robert; Wolozin, Loretta; Rufo-Tepper, Rebecca; Shapiro, Arana – MIT Press (BK), 2011
Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are…
Descriptors: Video Technology, Research and Development, Games, Educational Innovation
Gresham, Peta – English in Australia, 2012
This paper reflects one cycle of an action research project that investigated how integrating activity, competition, and visual learning strategies through IWB/ Smart Response technology could engage a lower level Year 12 Advanced English class in NSW--a group of boys who felt disconnected from the course of study. After my initial reconnaissance…
Descriptors: Video Technology, Action Research, Achievement, Visual Learning
Niess, Margaret L.; Walker, Janet M. – Learning & Leading with Technology, 2009
Mathematics is a discipline that has significantly advanced through the use of digital technologies with improved computational, graphical, and symbolic capabilities. Digital videos can be used to present challenging mathematical questions for students. Video clips offer instructional possibilities for moving students from a passive mode of…
Descriptors: Mathematics Education, Mathematical Concepts, Video Technology, Logical Thinking
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation

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