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Ravenscroft, Matthew D. – ProQuest LLC, 2017
Digital textbooks are replacing print books in school districts across the United States due to their adaptability for students with special needs, enhanced student interest, and lower cost. This is also true in the rural state of West Virginia which lags the U.S. in broadband Internet saturation. Therefore, the purpose of this study was to…
Descriptors: Textbooks, Electronic Publishing, Educational Technology, Technology Uses in Education
Thomas, Diona C. – ProQuest LLC, 2018
Technology is now being utilized in schools in an effort to address the lack of engagement most students have experienced in mathematics when learning foundational skills at the elementary school level. While there are a number of studies that have described teacher perceptions of engagement through the use of technology during the school day,…
Descriptors: Role, After School Programs, Elementary School Students, Mathematics Skills
Branscum, Paul; Housley, Alexandra; Bhochhibhoya, Amir; Hayes, Logan – Journal of Health Education Teaching, 2016
Purpose: Low consumption of fruits and vegetables is often associated with poor diet quality, and childhood obesity. The purpose of this study was to assess the feasibility, and conduct a formative evaluation, of Healthy Heroes, an innovative, social cognitive theory-based program that uses child created photo-comic books to promote fruit and…
Descriptors: Eating Habits, Food, Cartoons, Social Cognition
West, Mel; Ainscow, Mel; Wigelsworth, Michael; Troncoso, Patricio – Education Endowment Foundation, 2017
Challenge the Gap (CtG) is a school collaboration programme designed by Challenge Partners that aims to break the link between disadvantage and attainment. The main components of CtG are: (1) after-school workshops drawing on published research and evidenced practice; (2) focused in-school interventions with a selected cohort of disadvantaged…
Descriptors: Achievement Gap, Research Reports, Disadvantaged, Educational Attainment
Lux, Nick; Obery, Amanda; Cornish, Jamie; Grimberg, Bruna Irene; Hartshorn, Anthony – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
Early field experiences, or those that come early in a teacher's preparation before more formalized opportunities like practicum and student teaching, can provide a venue for pre service teachers to practice technology-specific instructional decision-making and reflective practice. Although research exists on the potential roles of field…
Descriptors: Teacher Education Programs, Field Experience Programs, Decision Making, Teaching Methods
Newbill, Phyllis Leary; Drape, Tiffany A.; Schnittka, Christine; Baum, Liesl; Evans, Michael A. – Afterschool Matters, 2015
Both employer expectations and education standards, including the Common Core State Standards and Next Generation Science Standards, are shifting the focus of learning from knowledge and discrete skills to the ability to think critically and creatively. This paper describes the process of translating an existing teacher-led STEM curriculum to fit…
Descriptors: After School Programs, After School Education, STEM Education, Learner Controlled Instruction
Scott, Kimberly A.; White, Mary Aleta – Urban Education, 2013
This article investigates the motivations of African American and Latino girls ("N" = 41) who navigate urban Southwest school districts during the day, but voluntarily attend a 2-year, culturally responsive multimedia program after school and into the summer. Understanding that girls from economically disadvantaged settings are indeed…
Descriptors: Culturally Relevant Education, Females, Minority Group Students, Disadvantaged Youth
Gonsalves, Allison J. – Canadian Journal of Education, 2014
In this article, I explore what happens when digital media activities designed to stimulate science conversations are introduced to an out-of-school-time (OST) space usually reserved for talks about girls' issues. The goals of this study were to provide a space that values youth voice and creates positive emotional energy around science-related…
Descriptors: Science Instruction, Educational Technology, Interaction, Emotional Response
Eglash, Ron; Gilbert, Juan E.; Taylor, Valerie; Geier, Susan R. – Urban Education, 2013
The academic performance and engagement of youth from under-represented ethnic groups (African American, Latino, and Indigenous) in science, technology, engineering, and mathematics (STEM) show statistically large gaps in comparison with their White and Asian peers. Some of these differences can be attributed to the direct impact of economic…
Descriptors: Culturally Relevant Education, Urban Schools, After School Programs, Educational Technology
Young, Mark; Killen, Melanie; Lee-Kim, Jennie; Park, Yoonjung – International Journal of Game-Based Learning, 2012
The need to play is primeval in human beings, at least as strong as the urge to fight. While the larger gaming community has traditionally focused on the fairly lucrative potential of exploiting the urge to fight in the form of violent and destructive war games, the "Serious Games" segment has become aware of the power of applying this…
Descriptors: Teaching Methods, Peace, Conflict Resolution, Educational Games
Bradshaw, L. Daniele – ProQuest LLC, 2010
The purpose of this study was to examine directors' views on the current state and needs of 2009-2010 North Carolina 21st Century Community Learning Center (21st CCLC) afterschool educational technology professional development (ETPD). The population for this study involved the 2009-2010 North Carolina 21st CCLC directors. In a mixed methods study…
Descriptors: Educational Technology, Rewards, Professional Development, Leadership
Juersivich, Nicole Renee – ProQuest LLC, 2009
The purposes of this study were to (1) investigate non-accelerated middle schools students' understanding of pre-algebraic concepts, in particular, addition and subtraction of integers and the notion of equality; (2) describe and analyze how non-accelerated middle school students interact with The Geometer's Sketchpad (GSP) applets depicting…
Descriptors: Feedback (Response), Middle School Students, Equations (Mathematics), Case Studies
Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
Carroll, Becky; Smith, Anita; Castori, Pam – Inverness Research, 2009
The Exploratorium is home to XTech, a science education program which began in 2006 and was primarily funded by a three-year National Science Foundation grant (Award # 05-25217) through its ITEST (Innovative Technology Experiences for Students and Teachers) initiative. XTech provided project-based afterschool activities in science, engineering,…
Descriptors: Middle School Students, Field Trips, Summative Evaluation, Outreach Programs
Kafai, Yasmin B., Ed.; Peppler, Kylie A., Ed.; Chapman, Robbin N., Ed. – Teachers College Press, 2009
This book is about the Computer Clubhouse--the idea and the place--that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The Computer Clubhouse makes an…
Descriptors: Creativity, Evaluators, Social Life, Video Games
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