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Terrazas-Arellanes, Fatima E.; Knox, Carolyn; Rivas, Carmen – Cultural Studies of Science Education, 2013
This paper summarizes how collaborative online projects (COPs) are used to facilitate science content-area learning for English Learners of Hispanic origin. This is a Mexico-USA partnership project funded by the National Science Foundation. A COP is a 10-week thematic science unit, completely online, and bilingual (Spanish and English) designed to…
Descriptors: Foreign Countries, English Language Learners, Science Instruction, Partnerships in Education
Ryoo, Jean J.; Margolis, Jane; Lee, Clifford H.; Sandoval, Cueponcaxochitl D. M.; Goode, Joanna – Learning, Media and Technology, 2013
Despite the fact that computer science (CS) is the driver of technological innovations across all disciplines and aspects of our lives, including participatory media, high school CS too commonly fails to incorporate the perspectives and concerns of low-income students of color. This article describes a partnership program -- Exploring Computer…
Descriptors: Computer Science, High Schools, At Risk Students, Low Income Groups
Taguchi, Naoko, Ed.; Skyes, Julie M., Ed. – Language Learning & Language Teaching, 2013
Technology-informed approaches to L2 research and teaching have prompted great interest by both researchers and practitioners alike. This book highlights the relationship between digitally-mediated technologies and second language pragmatics by presenting exemplary applications of technology for both research and pedagogy. Part I presents…
Descriptors: Interlanguage, Pragmatics, Second Language Learning, Second Language Instruction
Griva, Eleni; Semoglou, Klio – English Language Teaching, 2012
This paper outlines the rationale for and the purpose of designing and implementing a project aiming to make very young EFL learners develop their language skills through their involvement in interactive psychomotor activities. The project, which is a part of a broader longitudinal project having introduced EFL in the first primary school grade,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Cheng, Meng-Tzu; Annetta, Len – Journal of Biological Education, 2012
This study attempted to examine students' learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting both quantitative and qualitative data. A total of 98 middle-school students ranging from sixth to eighth grades participated through paper-and-pencil…
Descriptors: Educational Games, Student Attitudes, Video Technology, Metacognition
Bricker, Leah A.; Bell, Philip – Cultural Studies of Science Education, 2012
In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop…
Descriptors: Ethnography, Expertise, Video Games, Self Concept
McNeill, Michael C.; Fry, Joan M. – ICHPER-SD Journal of Research, 2012
This study evaluated an Information and Communication Technology (ICT) case study in physical education teacher education from a student perspective. Action research evaluated the impact of a range of ICT options on student teachers' learning to play as well as learning to teach games in a secondary school context. Although multiple media were…
Descriptors: Educational Technology, Program Effectiveness, Physical Education Teachers, Video Technology
Rushing, Stephanie Craig; Stephens, David – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2012
Media technologies, including the Internet, cell phones, and video games, offer new avenues to reach Native youth on sensitive health topics. Project Red Talon, a sexually transmitted disease (STD)/HIV prevention project that serves the 43 federally recognized tribes in Oregon, Washington, and Idaho, used community-based participatory research…
Descriptors: Participatory Research, Video Games, Research Methodology, American Indians
Craft, Anna – London Review of Education, 2012
The early twenty-first century is characterised by rapid change. Commentators note how permeating digital technologies engage increasing numbers of children, young people and adults as consumers and also producers. In the shifting technological landscape, childhood and youth are changing. Connectivity around the clock, with a parallel existence in…
Descriptors: Social Change, Technological Advancement, Technological Literacy, Economic Climate
Arora, Anshu Saxena – Learning Organization, 2012
Purpose: The research study seeks to explore the relationship among strategic gaming, the learning organization model and approach, and transfer of learning as key success strategies for improved individual and organizational performance and sustainable competitive advantage. This research aims to identify and elaborate on the strategic…
Descriptors: Supply and Demand, Information Management, Strategic Planning, Advertising
Kamboj, Pooja; Singh, Sushil Kumar – Interchange: A Quarterly Review of Education, 2015
Effective teaching in schools requires flexibility, energy and commitment. Successful teaching also requires that teachers are able to address learner's needs and understand the variations in learner's styles and approaches. Teachers can accomplish these requirements while creating an optimal teaching-learning environment by utilizing a variety of…
Descriptors: Teacher Effectiveness, Instructional Effectiveness, Educational Strategies, Cognitive Style
Parks, Nancy S. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2008
Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…
Descriptors: Popular Culture, Video Games, Social Action, Art Education
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the International Conference on Mobile Learning 2013, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, March 14-16, 2013. The Mobile Learning 2013 International Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Conference Papers, Telecommunications, Technology Uses in Education, Educational Technology
Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu – International Journal of Science Education, 2009
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…
Descriptors: Elementary School Students, Video Games, Educational Games, Learning Processes
DiPietro, Meredith; Ferdig, Richard E.; Boyer, Jeff; Black, Erik W. – Journal of Educational Multimedia and Hypermedia, 2007
Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fields and disciplines for multiple purposes including…
Descriptors: Educational Games, Educational Research, Games, Video Games

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