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Showing all 7 results Save | Export
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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Thompson, Roberta – Australian Educational Computing, 2016
Young people's online safety continues to be a high priority for educators and parents. Cybersafety policies and educational programs are continually updated and revised to accommodate for the innovative ways they engage with digital culture. However, empirical research has shown that despite these efforts young people, especially teen girls,…
Descriptors: Adolescents, Females, Computer Security, Safety
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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
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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Vella, Anthony Joseph – E-Learning and Digital Media, 2013
Individuals have often used various methods to express who they are and what they represent. Throughout time techniques may have changed but the essential ideas and goals remain the same: how am I able to show the world who I am and what I believe? This study placed that question in the context of the digital world and culture which has been…
Descriptors: Foreign Countries, High School Graduates, Educational Technology, Technology Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers
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Hanewald, Ria – Australian Educational Computing, 2009
This paper contributes to the understanding of cyberbullying by summarising the key themes in an up-to-date review of the academic research literature. The misuse of, and abuse in, online environments is ever-increasing and becoming a growing concern for educators, families and authorities around the world. It needs investigation to be understood…
Descriptors: Educational Research, Bullying, Computer Mediated Communication, Social Networks