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King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Kimber, Kay; Wyatt-Smith, Claire – Australasian Journal of Educational Technology, 2010
In this increasingly convergent and digital world, young people are reportedly using new media with high engagement outside school, yet disengaged in those schools where technology access is low or restricted. Such an apparent disconnection is magnified when predictions of their futures are tied to requisites including technological expertise,…
Descriptors: Information Literacy, Knowledge Level, Computer Uses in Education, Thinking Skills
Alvarez, Inma – Journal of Interactive Media in Education, 2013
During 2012, the Dance Department at the University of Surrey developed a set of Open Educational Resources with a Creative Commons license (Attribution, Non- Commercial, Share Alike) for dance studies as part of the JISC-funded project Contexts, Culture and Creativity: Enriching E-learning in Dance (CCC:EED) see…
Descriptors: Foreign Countries, Educational Resources, Internet, Dance
du Plessis, Andre; Webb, Paul – Australasian Journal of Educational Technology, 2012
This quantitative and qualitative interpretive exploratory case study investigates whether exposure to an Internet based "Extended Cyberhunt" strategy enables teachers to attain a set of outcomes similar to Prensky's "Essential 21st Century Skills" and the "Critical Outcomes of the South African National Curriculum…
Descriptors: Curriculum Design, Journal Writing, Goal Orientation, Likert Scales
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

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