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Teacher education has begun to embrace the use of 360 videos to improve preservice teachers' (PSTs) engagement and immersion. While recent research on such use is promising overall, there are specific questions that have…
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Professional noticing involves attending to and interpreting children’s mathematical reasoning. In a similar manner, pedagogical content knowledge (PCK) is defined as the knowledge teachers need to interpret and respond to…
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A growing body of research has supported the implementation of innovative and immersive video for teaching and learning across the lifespan. Immersive video, delivered through eXtended Reality (XR) tools like 360 video,…
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Unified systems for multi-sensor devices, particularly eye-tracking in Virtual Reality (VR), are intricate and often require the listening and streaming of multichannel data. In this project, we propose a visual analysis…
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Extended reality (XR) is increasingly used to support preservice and inservice teacher training. Its use in teacher education has shown promise in improving future educators’ engagement, self-confidence, and noticing…
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The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. In this paper we present a simple, reusable process…
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In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game…
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Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a…
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AI in education has many potential uses as well as limits, challenges, and dangers. In this brief, the authors explore how to promote equitable and just educational futures with AI. AI in education has…
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Young children are naturally interested in light and shadows, thus providing a meaningful context to introduce preschool science investigations. As children explore how shadows are made and change, they also have…
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From the experiential learning perspective, this study investigates middle and high school students (n = 1009) who used an online module to learn about wildfire hazards, risks, and impacts through computational simulations…
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Students Elementary School Teachers Middle School Achievement Educational Technology Multilingual Learners…
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Elementary School Middle School High School Educational Technology Mathematics Gaming/Virtual Environments…
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High School Educational Technology Science Technology June Foster Ruth Krumhansl…
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Teachers Middle School High School Cyberlearning Educational Technology Professional Development…
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Students Middle School Educational Technology Multilingual Learners Science Technology…
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Middle School Earth Science Educational Technology Science Technology Heather Almquist…
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Middle School High School Educational Technology Science Technology Nancy Trautmann
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Middle School High School Assessment Educational Technology Science Barbara Buckley…
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Middle School High School Assessment Curriculum Educational Technology Science Technology…
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Teachers Middle School Educational Technology Mathematics Science Technology Pradeep…
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Middle School Assessment Educational Technology Science Technology Janice Gobert…
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Middle School High School Assessment Educational Technology Mathematics Science William…
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Kali, Y., & Ronen-Fuhrmann, T., (2011). Teaching to design educational technologies. The International Journal of Learning Technology (IJLT). 6(1), 4-23 ABSTRACT: Finding ways to support novice educational technology…
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Varma, K. & Linn, M. C. (2011). "Using Interactive Technology to Support Students’ Understanding of the Greenhouse Effect and Global Warming." Journal of Science Education and Technology. DOI: 10.1007/s10956-011-9337-9…
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About this Playbook The Digital Textbook Playbook is a guide to help K-12 educators and administrators advance the conversation toward building a rich digital learning experience. This Playbook offers information about…
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  This report provides recommendations and best practices suggestions for the use of metricsin digital library project evaluation, formulated by the National Science Digital Library(NSDL) Metrics Working Group. In…
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Loving, C. C., Schroeder, C., Kang, R., Shimek, C., & Herbert, B. (2007). Blogs: Enhancing links in a professional learning community of science and mathematics teachers. Contemporary Issues in Technology and Teacher…
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Project Summary During the lifetimes of our current middle and high school students, it is likely that our planet will undergo more anthropogenic change than it has during all of human history to date. The project is…
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In this session, the presenters discuss findings and experiences regarding technology-embedded assessment and how to support teachers in using it effectively. Assessment…
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21st Century Skills Biology Classroom Practice Educational Technology Science Professional Development…
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With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth…
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Professional development environments that include digital video allow for the examination of children at work, opportunities to look at students over time, and analysis of the teacher’s decision making. This observation…
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Educational Technology Technology Presentation Elementary Middle High…
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As part of the Data Games project, we are researching how students record and organize multivariate data. This research is informing the design of new software interfaces for Fathom and TinkerPlots that will allow students…
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In this session, the presenters discuss findings and experiences regarding technology-embedded assessment and how to support teachers in using it effectively. Curriculum…
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It seems like there are new tech and social media tools coming out every day. So what’s out there? And how can these tools be used to enhance your work? Just Getting Started? First, ask yourself if…
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Since an August 2010 start date, the Evidence Game team has been engaged in an iterative design and development process for a game to provide middle school students and their teachers with practice in Toulmin’s (1984)…
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This interactive workshop introduces participants to teaching routines for use with a classroom network technology called Group Scribbles, which supports teachers’ invention of classroom assessment activities in Earth…
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The concept of criticism as a tool for research, although well established in other educational research traditions, is not well established in the domain of Educational Technology. This book changes all that by…
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This chapter concludes The role of criticism in understanding problem solving. In it, the overall message of the book—that criticism and critical theories can serve to aid critical reading and synthesis of the educational…
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Many of us learned about dominant and recessive genes in a humdrum high school biology class. Some of us may still recognize the terms and symbols twenty or thirty years later—are your eyes bb or Bb? But, as it turns out,…
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A four-year research project funded by NSF examines the efficacy of an approach to high school geometry that utilizes dynamic geometry (DG) software and supporting instructional materials to supplement ordinary…
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Due to the rapid advancements of information and communication technologies (ICTs), educational researchers argue that multimodal and new literacies should become common practices in schools. As new ICTs emerge and evolve…
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This article describes an online climate change curriculum that incorporates dynamic computer models that enable students to visualize the complex interactions related to climate change science. Students learn how…
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The Oceans of Data project has made an attempt to define and confront what is “hard” for students and teachers who attempt to use large, online professional data sets. We feel passionately that it’s important for us to do…
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The Concord Consortium has developed 19 activities for teaching and learning algebra that are available online or as an app for iPad or Android tablet computers. These activities—which cover a variety of algebra topics,…
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Understanding how games create a sense of flow and engagement can help teachers make better choices about their instructional use of games. Ault, M., (2014). How games can engage students and improve…
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Reason Racer is an online, rate-based, multiplayer game that applies specific game features inorder to engage middle school students in introductory knowledge of and thinking related toscientific argumentation. Game…