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Project Tomorrow, 2016
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. For the past thirteen years, Project Tomorrow's® annual Speak Up Research Project has provided schools and districts nationwide and throughout the globe with new insights into how today's…
Descriptors: Computer Uses in Education, Video Technology, Computer Games, Animation
Project Tomorrow, 2012
For the past nine years, the Speak Up National Research Project has endeavored to stimulate new discussions around how technology tools and services can transform education and to provide a context to help educators, parents, and policy and business leaders think beyond today and envision tomorrow. In last year's report, "The New 3E's of…
Descriptors: Internet, Stakeholders, Learner Controlled Instruction, Computer Use
Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
Project Tomorrow, 2011
For the past eight years, the Speak Up National Research Project has endeavored to stimulate new discussions around these kinds of questions and to provide a context to help education, parent, policy and business leaders think beyond today and envision tomorrow. This report is the first in a two part series to document the key national findings…
Descriptors: Electronic Publishing, Textbooks, Blended Learning, Educational Policy
Project Tomorrow, 2012
Each year, Project Tomorrow, a national education nonprofit organization, facilitates the Speak Up National Research Project and, as part of this initiative, tracks the growing student, educator and parent interest in digital learning, and how the nation's schools and districts are addressing that interest with innovative ways to use technology in…
Descriptors: Educational Technology, Electronic Learning, Computer Uses in Education, Technology Integration
Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
Peer reviewedScriven, Michael – Peabody Journal of Education, 1986
At present computers in schools are misconceived; they are better conceptualized as a source of energy. The energy metaphor is applied to three categories of functions associated with computers in schools: curriculum functions, teaching functions, and learning functions. (IAH)
Descriptors: Computer Games, Computer Uses in Education, Curriculum Development, Elementary Secondary Education
Beavis, Catherine – 1999
A study examined the incorporation of computer games into English classrooms, seeking to explore computer games as text, players' engagement with them, literacies needed, and the interchangeability of traditional and newer technology. Subjects were students enrolled in a coeducational private middle school or a state secondary school, and used two…
Descriptors: Classroom Environment, Computer Games, Computer Literacy, Computer Uses in Education
Peer reviewedEquity & Excellence in Education, 2000
Describes two efforts to promote equity within the educational system. Teaching SMART is an equity-based staff development program for elementary teachers designed to produce systemic change in the classroom by improving science education. The other effort involves developing computer games that are engaging and educationally rich for both girls…
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Equal Education
Maushak, Nancy J.; Chen, Hui-Hui; Lai, Hung-Sheng – 2001
Researchers have claimed that while educational computer software does not necessarily improve students' academic performance, it does provide for students a more interesting and motivational environment for learning. It naturally fits in the context of students' learning since it can deliver nonstop actions, realistic sounds and vivid colors to…
Descriptors: Computer Games, Computer Simulation, Computer Software Development, Computer Uses in Education
Allen, Denise – Teaching PreK-8, 1995
Features reviews of four computer games for use with intermediate and upper grade students, three on geography (Travelrama USA, Crosscountry USA, My America) and one on history (Vital Links). Comments include strengths of each activity, related multimedia activities and resources, and links to literature. Also reviews "Educator's Internet…
Descriptors: Computer Games, Computer Software, Computer Uses in Education, Educational Games
Boyle, Tom; And Others – 1994
Six conference panel discussions on uses of technology in education are presented. The first panel, "The Use of Hypermedia in the Teaching and Learning of Programming" (Tom Boyle, Chair, and others) discusses achievements in hypermedia-based instruction, design needs, and experiences. The second panel, "Virtual Clayoquot Video…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Mediated Communication, Computer Uses in Education
Peer reviewedBuckingham, David – English in Education, 1999
Offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. Argues that public debates on this issue have "veered from utopian hype to moral panic." Provides accounts of previous research on children's engagement with computer games and creative use of multimedia in the home. (CR)
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Learning Strategies
Peer reviewedTaylor, Lyn – Arithmetic Teacher, 1991
Presents activities employing LOGO to help create situations that enable students to make meaningful cognitive connections while exploring mathematical relationships. Activities explore the concepts of angles and rotations, progressing from off-line to on-line activities with suggested extensions. (MDH)
Descriptors: Cognitive Development, Computer Assisted Instruction, Computer Games, Computer Uses in Education
Kloza, Brad – Instructor, 2000
Presents a collection of computer software programs designed to spark learning enthusiasm at every grade level and across the curriculum. They include Reader Rabbit's Learn to Read, Spelling Power, Mind Twister Math, Community Construction Kit, Breaking the Code, Encarta Africana 2000, Virtual Serengeti, Operation: Frog (Deluxe), and My First…
Descriptors: Beginning Reading, Class Activities, Computer Games, Computer Software
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