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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…