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Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Kana'iaupuni, Shawn Malia; Kawai'ae'a, Keiki K. C. – Online Submission, 2008
The desire to improve educational delivery and outcomes has prompted significant advancements in culture-based education as a foundation for community-driven, place-based, relevant educational approaches that more effectively engage children and their families in lifelong learning and leadership. This article shares the early process and tools of…
Descriptors: Culturally Relevant Education, Educational Strategies, Learner Engagement, Outcomes of Education
Jaciw, Andrew P.; Cabalo, Jessica Villaruz; Vu, Minh-Thien – Grantee Submission, 2007
Introduction: The Maui Hawaii Educational consortium (the Maui School District and Maui Community College) sought scientifically based evidence for the effectiveness of the Cognitive Tutor (CT) Algebra I Curriculum to inform adoption decisions. Decision makers were particularly interested in whether the use of the CT program affects achievement of…
Descriptors: Algebra, Mathematics Instruction, Program Effectiveness, Mathematics Curriculum