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Annichiarico, Mark; And Others – Library Journal, 1994
Provides an overview of the 1994 American Library Association Convention. Highlights include problems with the location; teen violence; federal legislation; awards; speakers; gender issues and technology, including video games and the Internet; intellectual freedom; multiculturalism and librarian recruitment; CD-ROM; and exhibits. (LRW)
Descriptors: Adolescents, Awards, Computer Networks, Conferences
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Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran – Computer Science Education, 2005
Hex is a challenging strategy board game for two players. To enhance students' progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex…
Descriptors: Undergraduate Students, Student Attitudes, Programming, Questionnaires
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
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Alvermann, Donna E.; Huddleston, Andrew; Hagood, Margaret C. – Journal of Adolescent & Adult Literacy, 2004
At first glance, any connection between professional wrestling and school-based literacy practices might seem far-fetched, or incongruous at best. This seeming incongruity, however, is what intrigues the authors most. It is also what drives them to wonder if governmental and media sources that regularly proclaim a crisis in literacy achievements…
Descriptors: Popular Culture, Literacy, Athletics, Units of Study
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Dicks, Matthew J. – Educational Leadership, 2005
Because today's students have grown up steeped in video games and the Internet, most of them expect feedback, and usually gratification, very soon after they expend effort on a task. Teachers can get quick feedback to students by showing them videotapes of their learning performances. The author, a 3rd grade teacher describes how the seemingly…
Descriptors: Feedback, Videotape Recordings, Student Evaluation, Teacher Effectiveness
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Begg, Michael; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2005
The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…
Descriptors: Constructivism (Learning), Higher Education, Problem Based Learning, Veterinary Medicine
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Mercer, Neil; Littleton, Karen; Wegerif, Rupert – Technology, Pedagogy and Education, 2004
Drawing on the work of researchers in several disciplines, this article describes and discusses methods which can be used for analysing joint activity during computer-based, side-by-side, collaborative activity in educational settings. It is argued that the choice of methods in any particular study should take into account the range of…
Descriptors: Research Methodology, Qualitative Research, Educational Games, Computer Uses in Education
Shaffer, David Williamson; Gee, James Paul – Wisconsin Center for Education Research (NJ1), 2005
In his recent bestseller The World Is Flat, Thomas Friedman argues that countries like the United States can no longer compete in the global economy on the basis of making and selling commodities. Their competitive edge increasingly comes from how well they produce products, services, and technologies that are new . . . special . . .…
Descriptors: Global Approach, Standardized Tests, Creative Thinking, Competition
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Sorensen, Birgitte Holm – Pedagogy, Culture and Society, 2005
This article focuses on the gap between the use of Information and Computing Technology (ICT) in schools and the use made of ICT in children's everyday life outside school. Particular emphasis is placed on the communities of practice that young people create through their use of digital technology. The article is based on data collected over five…
Descriptors: Communities of Practice, Information Technology, Foreign Countries, Educational Technology
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Williams, Dmitri – Simulation & Gaming, 2005
The study of video game effects has been marked by two very different approaches. The first approach is represented by social scientists, who, with some exceptions, seek to understand the effects of games on users. The second approach is favored by humanists, who seek to understand the meaning and context of games. To date, these two groups have…
Descriptors: Video Games, Social Scientists, Research Methodology, Research Problems
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