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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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Gordon, Dan – T.H.E. Journal, 2011
In the 2007 report, "Maximizing the Impact: The Pivotal Role of Technology in a 21st Century Education System," a task force of leading employers, education technology advocates, and educators concluded that schools were barely using technology, much less developing the tech skills needed of those entering the workplace. The report was a loud,…
Descriptors: Computer Literacy, Technology Integration, Job Skills, Thinking Skills
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Kafai, Yasmin B.; Peppler, Kylie A. – Review of Research in Education, 2011
In this article, the authors draw on findings from several recent studies, particularly the work on the new media-rich programming environment, Scratch, to demonstrate that contemporary youth communities move fluidly across blurry boundaries to engage in both new media literacies and computer literacies in their do-it-yourself (DIY) activities.…
Descriptors: Elementary Secondary Education, Disadvantaged Youth, Computers, Media Literacy
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Beasley, William A. – Roeper Review, 1985
The author examines ways in which microcomputers can be used with gifted students, addressing the following topics: hardware, educational software, computer literacy, the computer as research tool, the computer and creativity, programing, and computers and the very young. (CL)
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Software, Creativity
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Walsh, Christopher S. – Literacy, 2007
Many school literacy practices ignore adolescents' new digitally mediated subjectivity as it has been shaped by the new media age. Youth possess often unappreciated repertories of practice which allow them to use their imagination and creativity to combine print, visual and digital modes in combinations that can be applied to new educational,…
Descriptors: Creativity, Literacy, Adolescents, Multimedia Materials
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Art Education, 1983
The focus of five articles is the impact of the computer on art and art education. Included is a discussion of the need for computer literacy among art students, computer graphics as a new subject matter and as an art technique, computer managed instruction, and creative computers. (RM)
Descriptors: Art, Art Education, Computer Assisted Instruction, Computer Graphics
Walz, Garry R., Ed.; Bleuer, Jeanne, Ed. – 1984
This document contains six major presentations from the 1984 summer workshop, "The C3 Experience: Counseling, Computers, and Creative Change," sponsored by the ERIC Clearinghouse on Counseling and Personnel Services. The first presentation, "Exponential Counseling: Computers as a Multiplier" by JoAnn Harris-Bowlsbey, reviews…
Descriptors: Career Guidance, Computer Assisted Instruction, Computer Literacy, Conferences
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers