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Li, Jia; Snow, Catherine; White, Claire – Innovation in Language Learning and Teaching, 2015
Adolescents today have vastly different opportunities to learn and process information via pervasive digital technologies and social media. However, there is scant literature on the impact of these technologies on urban adolescents with lower socioeconomic status. This study of 531 urban students in grades 6-8 used a self-reported survey to…
Descriptors: Adolescents, Urban Areas, Grade 6, Grade 7
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Pepe, Kadir – Educational Research and Reviews, 2011
This study is a descriptive study based on the screening model, and was conducted in order to inquire the effect of games and the relation between gender and class success variables and game preferences in primary school students. The universe of the study was the primary schools in city center in Province of Burdur and the sample group of the…
Descriptors: Foreign Countries, Games, Females, Age Differences
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Warschauer, Mark; Arada, Kathleen; Zheng, Binbin – Journal of Adolescent & Adult Literacy, 2010
Can daily access to laptop computers help students become better writers? Are such programs affordable? Evidence from the Inspired Writing program in Littleton Public Schools, Colorado, USA, provides a resounding yes to both questions. The program employs student netbooks, open-source software, cloud computing, and social media to help students in…
Descriptors: Computer Software, Computers, Writing Instruction, Laptop Computers
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Lin, Chien-Huang; Yu, Shu-Fen – Adolescence (San Diego): an international quarterly devoted to the physiological, psychological, psychiatric, sociological, and educational aspects of the second decade of human life, 2008
The purpose of this study was to explore gender differences in adolescent Internet accessibility, motives for use, and online activities in Taiwan; 629 5th and 6th graders were surveyed. Findings revealed that the gap in gender differences with regard to Internet use has decreased in this generation. Even though the Internet is the most recent…
Descriptors: Games, Computers, Adolescents, Foreign Countries
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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DeBell, Matthew – National Center for Education Statistics, 2005
The use of computers and the Internet by students has increased rapidly in recent years. In 2001, computer and Internet use was more widespread among school-age children and adolescents than among adults. The now commonplace use of these technologies follows the installation of computers and Internet access in nearly all public schools and in a…
Descriptors: Nursery Schools, Computer Uses in Education, Internet, Access to Computers