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Salen, Katie; Torres, Robert; Wolozin, Loretta; Rufo-Tepper, Rebecca; Shapiro, Arana – MIT Press (BK), 2011
Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are…
Descriptors: Video Technology, Research and Development, Games, Educational Innovation
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Zhang, Jinbao, Ed.; Yang, Junfeng, Ed.; Chang, Maiga, Ed.; Chang, Tingwen, Ed. – Lecture Notes in Educational Technology, 2016
Intended to promote the innovative use of technology in education and promote educational advances all over the world, this volume brings together 16 best-practice cases on technology-enhanced educational innovations. Experts from Turkey, Tunisia, Cyprus, Italy, Malaysia, China, India and Finland have contributed to these cases, highlighting the…
Descriptors: Elementary Secondary Education, Best Practices, Educational Innovation, Technology Uses in Education
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An, Heejung, Ed.; Alon, Sandra, Ed.; Fuentes, David, Ed. – IGI Global, 2015
The inclusion of new and emerging technologies in the education sector has been a topic of interest to researchers, educators, and software developers alike in recent years. Utilizing the proper tools in a classroom setting is a critical factor in student success. "Tablets in K-12 Education: Integrated Experiences and Implications"…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications