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Laurie A. Coker – ProQuest LLC, 2022
This developmental research aims to: (1) examine the developmental processes of the application called MagicSpells, a haptically-enhanced, digital, vocabulary acquisition application design for learners with dyslexia, (2) investigate the structure and design of the application, and (3) analyze the results of the reviews and usability tests…
Descriptors: Educational Technology, Computer Software, Vocabulary Development, Dyslexia
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Tenhovirta, Satu; Korhonen, Tiina; Seitamaa-Hakkarainen, Pirita; Hakkarainen, Kai – International Journal of Technology and Design Education, 2022
The present investigation examined cross-age peer tutoring in the context of organising a technology-enhanced STEAM project aimed at bringing elements of maker culture to a lower secondary school. We examined how 8th graders tutored 7th graders in programming skills. The participants were peer tutors (n = 15) studying in a technology-oriented…
Descriptors: Peer Teaching, Tutoring, Grade 8, Grade 7
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Fonger, Nicole L. – Grantee Submission, 2015
Partnerships between researchers and teachers are central to stimulating advancements in a linking research and practice agenda. This paper addresses two key aims. First, research on supporting students' representational fluency in technology-rich algebra learning environments is used to illustrate a linking research and practice agenda. Three…
Descriptors: Educational Research, Partnerships in Education, Theory Practice Relationship, Algebra
Herbert, Doug, Ed. – US Department of Education, 2009
The purpose of the U.S. Department of Education's online newsletter "The Education Innovator" is to promote innovative practices in education; to offer features on promising programs and practices; to provide information on innovative research, schools, policies, and trends; and to keep readers informed of key Department priorities and activities.…
Descriptors: Educational Innovation, Educational Finance, Educational Researchers, Educational Trends
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Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video