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Herro, Danielle – Curriculum Journal, 2015
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
Descriptors: Video Games, Secondary School Curriculum, High Schools, Curriculum Development
Burke, Anne; Hughes, Janette – Technology, Pedagogy and Education, 2018
As technology becomes a larger part of people's everyday lives, it is logical to think that it should also become a part of the learning process. The use of tablets in classrooms is becoming an area of interest as researchers are trying to understand what the benefits are--if any--to using these devices. This article gives an overview of some of…
Descriptors: Handheld Devices, Telecommunications, Student Diversity, Learning Disabilities
Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
Lin, Yen-Ting; Lin, Yi-Chun; Huang, Yueh-Min; Cheng, Shu-Chen – Educational Technology & Society, 2013
One goal of e-learning is to enhance the interoperability and reusability of learning resources. However, current e-learning systems do little to adequately support this. In order to achieve this aim, the first step is to consider how to assist instructors in re-organizing the existing learning objects. However, when instructors are dealing with a…
Descriptors: Educational Technology, Computer Uses in Education, Equations (Mathematics), Instructional Materials
Gomez Zapata, Julian Esteban – Online Submission, 2010
This action research paper dealt with how to increase motivation towards writing in English through blogs and Gmail docs in a private school in MedellĂn, Colombia. It was necessary to explore the concepts of "social interaction," "motivation" and "reasons for writing" to understand how blogs and Gmail docs favored…
Descriptors: Foreign Countries, Action Research, Student Motivation, Private Schools

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