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6 years ago
Could educational technology courses inspire pre-service teachers to use more technology and inquiry-driven teaching strategies? The authors conducted a case study of 12 pre-service teachers enrolled in a technology-based science education graduate course. In the course, pre-service teachers investigated the principles of heat transfer using temperature probes, computers, and digital microscopes. The authors collected data through interviews, fi...
7 years ago
A recent study critically analyzed how toddlers in two early learning settings interacted with adults while using story apps. The data was drawn from a larger study in which the author and his colleagues videotaped how children used story apps with or without adult support and specifically coded the speech and hand movements children used while controlling the iPad. The author found both similarities and differences between iPad-based r...
7 years ago
A recent mixed methods study examined the use of the popular game Minecraft by third- and fourth-grade girls at home and school. Drawing data from a three-year research project that involved ten schools in Australia, the authors analyzed students’ gameplay through photographic records and student and teacher interviews. Over the course of the project, the authors worked with the participating schools to se...
7 years ago
Crazy Gears is an iOS app developed by Seven Academy for children ages five and above. The game uses machine components such as chains, rods, and pulleys to teach young players the basic physics of motion, gravity, and tension. The app provides over 60 gear puzzles at different levels, and automatically saves the in-app pla...
7 years ago
The Foos: Code for an Hour is a free early childhood iOS app created for the Hour of Code, a nationwide initiative by Computer Science Education Week and Code.org to introduce millions of students to computer science and computer programming. The app's core concepts include pattern recognition, problem solving, sequ...
7 years ago
A recent study explores the use of iPads in four English classrooms. The authors provided each classroom with 20 iPads and technology support and conducted observations and interviews over the course of one year. The teachers selected for the study had little or no prior experience using the iPad in the classroom. In the beginning of the project, the iPads were mostly used for individual learning ...
7 years ago
A recent study examined sixth graders’ use of VoiceThread, a multimodal conversational tool, as part of a science inquiry project on photosynthesis and carbon dioxide emissions. The authors analyzed students’ written and audio annotations across 21 presentations published on VoiceThread. Students used the many digital communication choices available on ...
7 years ago
Coach Jay’s Chess Academy is an iOS and Android app that teaches chess through a series of puzzles. Because the app breaks the complex game into different levels, players are able to practice each aspect of the game separately with targeted lessons for checkmate, defense, endgame, strategy, and tactics. Overall, the app provides over 150 lessons and over 1,...
7 years ago
A recent study reviewed empirical studies that analyze the effectiveness of serious games for teaching 21st Century skills. While 20th Century skills were defined as measureable tasks like reading, writing, and arithmetic, 21st Century skills covered 15 categories including collaboration, communication, ICT literacy, social and cultural skills, creativity, critical thinking, problem solving, productivity, l...
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7 years ago
How has children’s media-based play changed over time? A recent study examined the literacy practices of children surrounding the release of two iconic films: Davy Crockett: King of the Wild Frontier (Disney, 1955) and Frozen (Disney, 2013). The 20th Century example was produced based on a tel...