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Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
Edwards, Virginia B., Ed. – Education Week, 2014
Educators and experts alike have come to a growing realization that academic factors alone do not tell the whole story of what it means to successfully navigate the educational system through high school and into higher education or the workplace. This national report from "Education Week" investigates the role that student engagement…
Descriptors: Learner Engagement, Student Motivation, Student Participation, Success
Walser, Nancy, Ed. – Harvard Education Press, 2010
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Video Games Take Testing to the Next Level: Researchers See Promise in Game-Like Assessments That Measure Complex Skills (Robert Rothman); (2) An Academic…
Descriptors: Video Games, Educational Change, Theory Practice Relationship, Student Evaluation
Curriculum Review, 2004
Each month, "Curriculum Review" offers teachers mutual support, the sharing of ideas, and words of encouragement to help them face challenges in the classroom. The September 2004 issue of "Curriculum Review" contains the following articles: (1) "We Hear from Readers"; (2) "What They're Saying"; (3) "Surf These Web Sites"; (4) "Technology Update";…
Descriptors: Program Effectiveness, Research Papers (Students), Information Retrieval, Internet
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Access to Health Care, Problem Solving, Disabilities, Immigrants
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Grandparents Raising Grandchildren, Video Games, Drug Abuse, Juvenile Courts
Chronicle of Higher Education, 2004
"Chronicle of Higher Education" presents an abundant source of news and information for college and university faculty members and administrators. This October 29, 2004 issue of "Chronicle of Higher Education" includes the following articles: (1) "A Job-Hunting Guru Comes up Short" (Zimbleman, Dana A.); (2) "Distinctive Words That are Seldom Heard…
Descriptors: Higher Education, Community Colleges, College Presidents, Conferences
Chauncey, Caroline, Ed. – Harvard Education Press, 2005
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Is History... History?: Standards, Accountability, and the Future of Our Nation's Past (Robert Rothman); (2) Curriculum Access for All: How Teachers Can Use Universal Design…
Descriptors: Popular Culture, Video Games, Newsletters, Academic Standards
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games