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Johnson, Genevieve Marie; Oliver, Rhonda – Australian Journal of Indigenous Education, 2014
The uptake of small screen technology by adolescents is widespread, particularly in industrial nations. Whether the same is true for Australian Aboriginal youth is less clear as there is a dearth of research in this regard. Therefore, in this exploratory study the use of small screen technology by Indigenous students was examined. Twenty-four…
Descriptors: Foreign Countries, Technology Uses in Education, Adolescents, Indigenous Populations
Hinvest, Neal; Brosnan, Mark – Journal of Educational Computing Research, 2012
Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…
Descriptors: Addictive Behavior, Computer Uses in Education, Video Games, Technology Integration
West, Darrell M. – Brookings Institution, 2012
The appearance of collaboration tools such as blogs, wikis, social media, and video games has altered the way individuals and organizations relate to one another. There is no longer any need to wait on professionals to share material and report on new developments. Today, people communicate directly in an unmediated and unfiltered manner. These…
Descriptors: Web Sites, Electronic Publishing, Video Games, Educational Change
Helmer, Joel W.; Bloch, Nick – Geography Teacher, 2010
Over the last decade blog (a contraction of "web log") has crept into the national lexicon and culture, transforming the way people communicate. Although exact numbers are difficult to gather, the Web site "Technorati" is tracking more than 112.8 million blogs. Rarely far removed from technology; cell phones, iPods, Facebook…
Descriptors: Geography Instruction, Web Sites, Electronic Publishing, Video Games
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
Marsh, Jackie – Journal of Early Childhood Research, 2010
Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children's use of these worlds. Young children are spending increasing amounts of time online as technology continues to create significant changes in social and cultural practices in the 21st century. Some of children's online interactions can be…
Descriptors: Play, Internet, Web Sites, Information Technology
Roberts, Kevin J. – Exceptional Parent, 2010
Parents need to be aware of the dangers and the opportunities the cyber world offers. Video games are being used in the classroom. Commerce is increasingly taking place online and computers are indispensable in the workplace. A cyber-oriented child possesses some great advantages. The author urges parents to become experts in the cyber world so…
Descriptors: Video Games, Internet, Parents, Teaching Methods
Labbo, Linda D.; Place, Karen – Voices from the Middle, 2010
This article provides practical ideas for integrating technologies into the classroom in ways that honor students' out-of-school technology funds of knowledge. The challenges and unintended consequences of integrating technology into the classroom and the role that video gaming can play in helping students find agency and the ability to think…
Descriptors: Technology Integration, Educational Technology, Computer Uses in Education, Teaching Methods
Garcia, Lucy; Nussbaum, Miguel; Preiss, David D. – Computers & Education, 2011
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students' socioeconomic…
Descriptors: Foreign Countries, Socioeconomic Status, Educational Games, Interaction
Groff, Jennifer; Haas, Jason – Learning & Leading with Technology, 2008
When it comes to technologies like digital games, simulations, and social networking, teachers and students may find themselves at cross purposes. Often, students find that these technologies, so prevalent in their lives outside of school, are unwelcome in their classrooms. Many teachers can tell stories about the disruptive influence of video…
Descriptors: Video Games, Social Networks, Internet, Computer Uses in Education
Guzzetti, Barbara; Elliot, Kate; Welsch, Diana – Teachers College Press, 2010
This book shows teachers how to bring students' Do-It-Yourself media practices into the classroom (Grades 6-12). In one accessible resource, the authors explain DIY media, identify their appealing features for content area instruction, and describe the literacy skills and strategies they promote. Chapters address: Adolescents' DIY Media as New…
Descriptors: Web Sites, Electronic Publishing, Music, Video Games
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon – Computers in the Schools, 2009
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Descriptors: Young Children, Social Networks, Internet, Computer Uses in Education
Walser, Nancy, Ed. – Harvard Education Press, 2011
This edited volume covers the range of critical trends in the use of computers and other devices for classroom teaching, online learning, professional development, school improvement, and student assessment. "Spotlight on Technology in Education" draws on expert sources including teacher-leaders, librarians, researchers, and trainers who…
Descriptors: Electronic Learning, Electronic Publishing, Video Games, Online Courses
Gastwirth, David – New England Journal of Higher Education, 2007
This author states that "college access marketing" efforts aimed at increasing college attendance and success have been slow to incorporate new techniques such as "buzz marketing," "viral marketing," "product seeding," and "guerrilla marketing." Yet for a "connected generation" of potential college students, these kinds of strategies could be…
Descriptors: College Attendance, Computer Uses in Education, Marketing, Information Sources
Craig Rushing, Stephanie Nicole – ProQuest LLC, 2010
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by high rates of sexually transmitted infections and teen pregnancy, heightening their need for sexual health interventions that are aligned to their unique culture and social context. Media technologies, including the Internet, cell phones, and video games, offer new…
Descriptors: Participatory Research, Video Games, American Indians, Alaska Natives
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