AASA :: The Leading Edge - 1 views
Technology Integration Research Review - 1 views
Keyboard College | American RadioWorks - 1 views
VA DOE Beyond Textbooks - 3 views
Assessing laptop use in higher education classrooms: The Laptop Effectiveness Scale (LES) - 4 views
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The purpose of this study was to develop and evaluate a scale used to assess in-class use of laptops in higher education. The Laptop Evaluation Scale consisted of four constructs: academic use, non-academic communication, playing games, and watching movies. All scale items showed acceptable internally reliability. A principal components factor analysis demonstrated good construct validity. Correlation among the LES constructs were significant but small enough to support the existence of four distinct constructs. All four LES constructs were correlated with average grade, time spent on non-academic activities, and perceptions of laptop helpfulness in class, thereby proving evidence for convergent validity. Finally, content validity was supported by frequencies of laptop behaviours reported as well as student comments. However, student comments indicate that the content of the LES may need to be expanded to include more specific academic and non-academic behaviours.
Laptop initiative: Impact on instructional technology integration and student learning - 4 views
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Study findings suggest that integration of 1:1 laptop computing positively impacts student academic engagement and student learning. Therefore, there is need for teachers to implement appropriate computing practices to enhance student learning. Additionally, teachers need to collaborate with their students to learn and understand various instructional technology applications beyond basic Internet browsing and word processing. Based on the study findings, the following conclusions were reached. First, the findings suggest that the integration of 1:1 laptop computing increased student engagement and learning, motivation, and ability to work individually. Secondly, the data provided evidence to suggest that the implementation of 1:1 laptop computing increased the use of technology in the classroom and in the home by students. Finally, the data provided evidence to indicate that faculty believed that the integration of 1:1 computing improved traditional, at-risk, and high-achieving students learning experiences.
Laptop multitasking hinders classroom learning for both users and nearby peers - 3 views
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This article researches the effects of laptop multitasking on classroom learning. The obvious results show that learners who multitasked during class had reduced comprehension of lecture material and learners in-view of multitaskers also had reduced comprehension of lecture material. All of these conclusions make perfect sense but I would have appreciated a comparison of a multitasker using a laptop to a student who did not take notes on a laptop.
Experiences Teaching Probability and Statistics with Personal Laptops in the Classroom ... - 2 views
Pre-service teachers' perspectives on using scenario-based virtual worlds in science ed... - 1 views
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This paper presents the findings of a study on the current knowledge and attitudes of pre-service teachers on the use of scenario-based multi-user virtual environments in science education. The 28 participants involved in the study were introduced to Virtual Singapura, a multi-user virtual environment, and completed an open-ended questionnaire.
Blended Learning Models Generating Lessons Learned - 0 views
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A variety of models for mixing face-to-face education and online instruction are generating lessons learned Since blended learning exploded onto the K-12 scene with promises of personalized and student-centered learning, it has proliferated into dozens of different models, with educators continually tweaking and changing those methods to find the perfect balance of face-to-face and online instruction to meet the needs of their students.
More than child's play: Games have potential learning and assessment tools - 0 views
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There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate information about students' knowledge so they can provide differentiated instruction.
Highly Effective Principals Raise Student Achievement: Study - 1 views
School libraries changing with move to digital resources | News | eClassroom News - 0 views
Libraries, Ebooks, and Beyond: Tablets in the Classroom - The Digital Shift - 0 views
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students having devices does not necessarily mean students using them well: a survey showed that 58 percent of her students hadn’t accessed the library’s ebooks (and her library won AASL School Library Program of the Year in 2010), and 71 percent did not have an ereader on their devices.
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This is an interesting perpective on Ebooks from a school library point of view. I particularly was interested in the statement "students having devices does not necessarily mean students using them well". Another indication of the importance of professional development for faculty and administrators.