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Clarkson, Anne; Zierl, Lori – Journal of Extension, 2018
The eParenting: High-Tech Kids program addresses the positive role technology can play in parenting 9- to 14-year-olds. Delivered via middle schools' parent email lists, the program comprises 56 "posts" (articles) related to positive uses of digital media/technology in parenting preteens and teens. In 2016 alone, nearly 35,000 Wisconsin…
Descriptors: Parent Education, Online Courses, Parenting Skills, Parent School Relationship
MDRC, 2022
The past decade has seen a resurgence of interest in career and technical education (CTE) as a way to engage students, help people build the skills necessary to succeed in a technologically advanced economy, and meet employer demand for workers. MDRC--which has a three-decade history of developing and evaluating CTE programs, including a landmark…
Descriptors: Vocational Education, Educational Trends, Trend Analysis, Middle School Students
Wagner, Stacey – Jobs For the Future, 2015
The National Fund's Young Adult Initiatives aim to test and implement new strategies for targeting America's young adults and share this information so that employers and workforce development can join forces in investing in the millions of young adults across the nation. This case study focuses on promising findings from automotive and…
Descriptors: Young Adults, Employment, Manufacturing Industry, Motor Vehicles
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Johnson-Glenberg, Mina C. – Educational Media International, 2010
This research examined the impact of formative quizzes on e-learning designed to teach volunteers how to tutor struggling readers. Three research questions were addressed: (1) Do embedded quizzes facilitate learning of e-content? (2) Does the announcement of upcoming quizzes affect learning? (3) Does prior knowledge interact with quizzing and…
Descriptors: Electronic Learning, Prior Learning, Testing, Adult Learning
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning